134,671 Commits over 4,444 Days - 1.26cph!
Updated some test scenes that used craggy's terrain
Refreshed craggy island terrain to better showcase biomes and topology masks as used in the game
Savas and Savas koth wrap up before playtests
removing old testmaps I made
[D11] More Z fighting materials fixed
[D11] Don't call CanLookAtEntity every frame
[D11] Translate Kick messages
[D11] Prevent server code running on client
[D11] Don't disable/enable poolable behaviours/components when destroying
Tentative fix for lift not deploying in builds
Moved car lift to electrical category
Fix "Calling kill - but already IsDestroyed!?" warnings on seats when vehicles are destroyed.
Using IOStateChanged instead of UpdateFromInput
Boot out player interaction if they're using the lift when it loses power
Remove obsolete method, exit Modular Car inventory loadout, edit test map
Merge from Main -> Vehicles
Show some helpful messages when a notification fails to send
Added GetPositiveGeneCount and GetNegativeGeneCount to GrowableGenes.
Basic initial "market" value calculation based on plant type base value and the type/number of gene modifiers it has.
[D11][#3169] Show popup when failing to connect to Rustworks.
[D11][#2997] Do not mark the player as hostile for setting fire to their own corpse. Check we are not hostile when trying to respawn at outpost
[D11] Upgraded construction distance while snapping
Added a temperature based water requirement multiplier to properties.
Water requirement calculation now uses it.
WIP refactoring some related stuff.
[D11][Art][#3193] Holographic Sight glass material
[D11][Animation][#2470] Player model light sources activating when triggered
Exposed detail mask tiling/offset in HDRP/Custom/Lit Blend Layer shaders
[D11] Optimised Flame turret fire particles.
[D11] Optimised Flamethrower fire particles.
[D11] Rotation fix for Range Halls at Launch Site
[D11] + Overhauled the wooden cabins in the bandit camp
[D11] Extra Terrain Materials
[D11][Art][#3521] Terrain gradually gets darker
[D11] Optimised Hobobarrel fire particles.
more driver position /seat /dashboard tweak
[D11] Reduced the size of the Prevent_building blockers in the launch site
[D11] Lock position on wooden door fixed
[D11] Even more Z fighting Fixes
[D11] Reduced the size of the Prevent_building blockers in water treatment plant and junkyard
[D11] Optimised large furnace fire particles.
[D11] Trainyard SLOD textured + Distances changed
mine material tweaks
adding some extra texture maps to ensure old style shaders look good
[D1] Optimised furnace fire particles.