112,200 Commits over 3,928 Days - 1.19cph!
Delete cached maps if there is a checksum mismatch
Fixes for map compression
Lighting prefab.
Scene s2p.
Last bit of lighting.
Possible fix for Fusebox
faster loot fix for inserting items into loot
[D11] some minor script optimisations - remove double sorting of traces
[D11] some minor script optimisations - missing loop breaks and using GamePhysics.TraceAll when GamePhysics.TraceAllUnordered would suffice.
[D11] a couple of fixes to enable the occlusion based visibility code on console
[D11] [Audio] Reverts map zoom fx to every press of the button
[D11] Reverts zoom oneshot to every press of the button
[D11] [Audio] Map zoom loops
[D11] [Audio] Map zoom loops
Updated old translation strings on ceiling light on/off actions
[D11] Updated some Reporting Flow popups to improve the spacing
[D11] [Audio] More reverb tweakage
[D11] [Audio] More reverb tweakage
[D11] Updated priority order on bed quick actions
[D11] [UI] Removed "\" from Nodettes tip on loading screen hints.
[D11] [UI] Added credits input for manual scrolling and pausing. Fixed credits opening mid-way through the list. Added additional translations.
[D11] [Audio] map zoom sfx wip
[D11][Tutorial] Force saved shelter door prefab (upgrade seems to have broken serialization somehow)
[D11][Tutorial] Added thicker outline to tutorial objective sub item text
Fixes for playing "Procedural Map" in the editor
Prevent building when the scripts are compiling or have failed to compile
Fix for error about NativeArray access
[D11] SwapSeat command for boats, disabled showing Fuel/Engine options when not sat in drivers seat, and disabled the LookAt capsule when sat in a boat
[D11][Tutorial] Fix for issue #544, can no longer place broken items until fixed at repair bench
[D11] LiteNetLib bug fix for mass disconnections.
[D11] [Audio] more reverb tweaks
[D11] [Audio] more reverb tweaks
[D11] shader lod stripping had been lost on the most to 2019.1.
excavator scene update (belts)
[D11] [UI] visual changes to the crafting screen
[D11] fix some m_SourceFontFile that wouldn't null out, seems to be an editor or engine serialisation problem. This stops the original otf files being pulled into memory.
[D11] [UI] Selected blueprint skin name now correctly translates.
[D11] [Audio] Adds new pie menu tab sfx
[D11] [Audio] Adds new pie menu tab sfx
[D11] [Audio] Fix sub tab sfx
[D11] [Audio] Fix sub tab sfx
[D11] remove unused large fonts which were being referenced in by the regular font
[D11] [Audio] Adds map legend sfx
[D11] [Audio] Adds map legend sfx