116,166 Commits over 3,959 Days - 1.22cph!
Updated some item descriptions
Fixed wrong source item hookup on sprinkler
Strip out "demos/" from filename display
Stopped teleport2owneditem command printing to log and used replywith instead
Fixed OutOfBounds exception when running this command and the player has no owned items
Fix VehicleEditingItemIcon refresh
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[D11] Whoops forgot the actual spritesheet and font tweaks
[D11] UI art pass on Option menu, initial version of new menu spritesheet
[D11] + Adjusted the size of the bandit_town safe zone
[D11] Changed compression mode on icons.
[D11] Rocket Mesh Optimized
[D11] + Added a LOD system to the wooden_walkway_pillar_lights
[D11][Gameplay][#3693] Exterior walls and gates are at the correct distance from the player
Added an option to remove a dying plant from a planterbox and receive plant mulch, which can be composted for a small amount of fertilizer.
[D11] Z fighting Fixes + Lowering Polycount on assets
Growables ignore condition qualities when dying and always advance to the next stage at full speed.
Added TerrainMeta.RandomPointOffshore
Fixed cargo ship sometimes spawning out of world bounds and immediately killing its scientists
Disabled read/write on some FoliageGrid meshes. Enabled mesh compression.
Merge from foliagegrid_benchmark
Enabled demo. Tweak to moving benchmark.
Default world size is now 4250 (from 4000) to give monuments slightly more space to spawn in with the new ring road
Monuments HDRP upgrade (sewer branch, trainyard, water treatment plant, swamps, water wells)
Fixed growables attempting to die twice when picked.
[D11] + Fix to vending machine turning black close up
missed some of the baked hair assets from the last check in
Experiments with AnimatorUtility.OptimizeTransformHierarchy
Plant material colour scale is now based on health, not water.
Fixed a typo making horses poo every 10 minutes
Reapplied
46942 terrain map resolution clamping to prepare for 2019.3
Removed ring road from maps smaller than 4k since it takes away too much space
Roadside monuments can spawn next to both main roads and side roads
Place roadside monuments after all other monuments
[D11] Updated road material working on PS4
Show plant condition resiliences on seed info panel.
[D11] Enabled Bilinear Filtering on Icons.
Adjusted player position in seats as there was some clipping through seats
[D11] Don't return to frontend at end of demo
Tweaked sizing of some elements
Visual pass on Demo playback UI
Fixed demo.skip not working after a demo reaches the final frame
Better format demo.playernames and add column for steam id
Better debug.debugcamera_list display and zoom formatting
Made DemoHUD a standalone prefab (for future iteration)
DemoHUD automatically hides if the menu or developer tools are open