115,742 Commits over 3,959 Days - 1.22cph!
[D11] Re-enabled FOV slider and restored saving to it
[D11] Fix the weird screenshake when connecting a hit with a rock
[D11] Fixed issues with static coroutine in ServerMgr
Throwing weapons - fixing the animation flickering for the local player.
Ignoring state updates of the aiming flag if player is currently playing the 'throw' animation.
Forecast: T1827
Terrain4 terrain overlay improvements
Building blocks thatched walls thicker, wall blocks meshes triangle counts down 50-75% on LOD0
Atlas twig mat renders double sided
[D11] Move free mem reporter to new dll, make reported amount 64bit
Tuning for sky dynamic exposure
[D11] Fix to magenta on Bear Trap
[D11][UI] Added missing translations to en-US
[D11][UI] Fixed issues with the UI.controls screen.
[D11] Fixed Beta product icon not working on XB1 platform.
[D11] Moves native free memory calls and make the returned value 64bit
[D11][UI] Added green sidebar to button options entry and altered states of vertical carousel
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reapply ASE fix that got lost that is causing slow imports
[d11] Hitbox prefab fixes. Python lib outputted some "!!float" stuff. I have no idea why. I've done some code to clean it up after is merged.
Fixed water wells missing loot panel and not producing water
Ran Scene2Prefab for all water wells to propagate changes
Fixed some IOEntityEditor exceptions if the selected object is missing some serialised fields
Adjusting effect settings
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Set up all exhaust effect code
LiquidContainer uses already existing OnItemAddedOrRemoved virtual method rather than registering a new callback
Fix incorrect pickup/repair item on fluid splitter/sprinkler/fluid switch
Tweaked position of model and IO slots on fluid splitter
Fluid splitter now shows HP and is easier to destroy
Added sky exposure control
- Conditional health now supports a min/max. Settings are min EXCLUSIVE and max INCLUSIVE, and when both values are the same, the conditional will be on at that value (e.g. For only on when destroyed, set both to 0).
- Moved engine damage FX to the conditional system.
- Removed ModuleEngine damage ounds, these will be moved into the effect prefabs.
- Removed OnEngineStateChanged and OnHealthChanged from VehicleModuleComponentBase as there are now unused.
Fixed indirect transmittance scale
Cherrypicking
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[D11] [UI] Raised resolution of "Star" texture slightly.
[D11] [UI] Fixed UI button selector block changing colour on locked buttons. Removed old code from ButtonMainMenu class.
[D11] Fix standalone defines