122,854 Commits over 4,048 Days - 1.26cph!
Camera shake commands [amplitude, frequency, duration]
Better lods, remove art from server
Fluid splitter model hookup + icon +gibs
▌▉▇▊ ▋▄▅▆▊▋▄▆ ▅▍▋▉▄▆ (▆█▋▌▉▇)
Fix presets, which had lost their item assignments
Sprinkler model hookup + gibs + icon
Set debug camera fov/zoom length to value (debugcamera_fov <value>)
Show a better error when attempting to play the same demo that is already playing
Setting emission colour to 1,1,1 instead of 0,0,0 so that the shader gets compiled with _EMISSION keyword, even though we want it non-emissive initially
Fix camera lerp bounce issue at lower values. Convar to enable/disable camera lerp 'locomotion'
Added audio for lights toggle
Add env.cloudrotation convar
Allow lights use with engine off
█▌▅ ▆▉▄▄▆▋▌▇▋▅▉, ▉▉▇▇▌▆▉▍, ▌▋▋▄█▍▌▊█, ▉▊█ █▍▇▊▇▌▊▉▉ ▇▇▆█▄▉▄ ▊▄ █▍▍▉ ▍██▉▉▄ █▄▇▋ ▅▊▅▉▆▊▍ ▍▊▄▇▉▇▉ (▉█▇▌▄█▅▋█ ▍▍▌▅▌)
▆▉▅ █▍ ▊ ▅▌▍▍▋ ▍▄█▆ ▍ ▆█ ▄ ▍▍ ▅▊▉▄▍▉█ ▅▅▊ █▉▅▋▄▍ ▌▊ ▋█, ▋█ █▄▄ █▋ -█ ▉▊ ▉▋▆ ▌▄▌ ▉▇▍▄▊▊▋ ▇▇▇▌ ▋▆▄▇▋
Finished off the rest of the benchmark setup
Merge from cinematic_tools
A benchmark for FoliageGrid
Reworked fertilizer consumption and some optimisation.
All consolidated into one BRG, bug fixes etc.
[D11] 3D asset optimisations
[D11] Restart and return to frontend at end of demo [TEMP]
Added Fluid Splitter model and materials + gibs
Monuments HDRP upgrade (power sub stations)
Monuments HDRP upgrade (quarries)
▇▇▍▄█▋▄▋▅▅▍ ▅▅█▆█▅▇ ▄▄▋▋▍▉▍▇ ▉▍▌▆ ▋▍▍▋▇▊ ▆▌ ▇ ▇██▍▄▄▋▊▊ ▋▆▆▍▇▍▅▉ (▇▇▅▄▅ ▄▌▌█ ▍▅█▅▉▅▆▍ ▊▊▆▌▍▉▆▋)
automatically disable clientside entity caching for demo recording
gene bonus balance tweaks
Removed old lighting prefab used in monument scenes
Monuments HDRP upgrade (ice lakes, lighthouse, harbor1, military tunnels, compound, bandit town)
Decentralizing rocks/cliff placement from certain scenes into nested prefabs to avoid data loss in the future
Added missing monument topology to caves
Fix a bonus being applied twice in yield calc.
Moved to a singular BRG for the whole grid
Fixed several client-only projectile instantiates calling SetActive instead of AwakeFromInstantiate (this would leak with pooling, although none of these currently appear to be using pooling)
BaseProjectile.ServerUse correctly returns its temporary hit list to the pool
SetFlag invalidates network cache even if called without sending a network update
SendIONetworkUpdate no longer calls InvalidateNetworkCache (since it is now correctly done in SetFlag)