116,167 Commits over 3,959 Days - 1.22cph!
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
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Orbit target entity mode for debug camera
Initial commit of internal engine items
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Add env.oceanlevel replicated convar that lets server admins change the water height
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Better slow-speed exit handbrake system
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