123,984 Commits over 4,171 Days - 1.24cph!
[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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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