116,133 Commits over 3,959 Days - 1.22cph!
Demo name formatting changes
Another fluid switch fix change, simplify planter sensor for now
Subtract
47282, it didn't fix things
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Logic fixes for fluid switch
Change TOD_Time to use Update instead of FixedUpdate so it runs even when timescale is 0, and it uses its own fixed step loop inside to maintain behaviour
WIP planter electrical sensor
Check ItemModDeployable.entityprefab exists before checking if it is valid in LifeInfographic
repaired plant properties after adding the new stage.
Added a dedicated crossbreeding stage instead of just triggering crossbreeding when entering sapling stage.
Yield text tweak.
Renamed mulch item.
[D11] + Fixed/cleaned up all the static industrial doors (Removing components affecting them, inserted missing LODs, adjusting LOD distances etc)
Clean up a couple of garbage allocations
Use ENABLE_D11_COMMAND_BUFFER_OPTS to avoid redundant copying of command buffer data
Testing out indirect rendering of foliage...
Fixed initially spawned tree entities not disabling their billboards
[D11] Remaining Tree prefabs now have 4 render states and exactly 4 LODs
Fixed tree LOD preprocessing, additional logging for trees incompatible with pooling, preprocessor.CanDelete() now ignores refs held by to-be-deleted components
[D11][UI] Changes to Find/JoinGames screen
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[D11] Fixed Renderer States on Tree Prefabs
set fruit visual scale curves
[D11] Changed Tree Prefabs to ensure they have exactly 4 LODs
Refresh qualities when fertilizer is consumed
[D11] [TEMP!] Disabled incremental GC panic mode
[D11][UI] fixed TextMeshPro error in loading screen
Plant stage duration initial base values
Some fixes to trainyard, splat painting adjustments around cliffs
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Removing missing scripts from prefabs/scenes
Scene2Prefab