121,207 Commits over 4,018 Days - 1.26cph!
Add more information to the pairing message, and truncate them if they're long
Fixed caragoship hull interior culling on low object quality
Apply vertex/alpha color functionality
Added terrain blending SF
Output console log file/folder before opening
Added mesh combining utility.
merge from tree_game (tree harvest minigame fixes)
merge from /hold_to_drink
remove changed items list from buildinfo.json
[D11] Assets\Bundled\Prefabs\Static LODs
Small water catchers can now be placed on construction but cannot be built over (similar behaviour as large furnace)
Fixed small refinery placement on ice, rocks and uneven surfaces
Large furnace can be placed on world layer (rocks) again
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Assign some max concurrent notes
Fix culling distance on held tuba
Fixed a case where notes wouldn't end on remote clients
Fixed remaining materials
Added missing textures
Potentially fixed one off note instruments not recycling their notes and failing to play new notes (cowbell bug)
Fixed SSR being forced always-on by custom shadergui
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Added template mat id + shader regen
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Don't voice limit cowbells
Remaining MilTun & S2P
Prefab fixes
[D11] selective cherry-picking from
39409,
39413,
40196 which had some key fixes for particle materials and shaders, plus some additional ad-hoc material updates from main branch latest, to fix some effects.
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short circuit detection on OR switch improved
circuit changed signal sent to root entities
battery getdrain improvements
terrain stuff 4 debug (2)
Added hdrp/custom/lit terrain blend
Updates material conversion tool
[D11] Checked and updated LODs in Structures\Sewers and set up LODs in Assets\bundled\Prefabs\caves
[D11] + Tweaked LOD's of Roads so that they match up closer together. Should reduce popping.
[D11] [UI] Fixed inconsistent input prompt sizes on workbench and research table UI.