199,348 Commits over 4,140 Days - 2.01cph!
Add CollateTrainTracks procedural component so the train tracks work
BaseRaidBenchmark - only create extra Client if one doesn't already exist, it's double ticking projectile effect processing and making it look worse than it is
Restored store search tab
Setting up 3p L96 anims, entity and override controller
Steam inventory screen search bar
Fixed delete twitch drop modal not deleting anything
Fixed loading thingy sorting on skin viewer
Get foliage instancing working with tutorial by pushing terrain specific map data instead of using singleton, moved foliage cell height map sampling from CPU to GPU for compatibility with additional terrains, attach required tutorial terrain texture maps to material for use, and now store terrain position and scale on meshroot.
Tech tree window correctly reinitalises after a code change
Fixed the tech tree toolbar moving down every time we enter/exit play mode
Remove nextID field from TechTreeData, just evaluate when needed (it's editor only anyway)
Merge from tech_editor_improvements (Hardcore specific tech trees + layout fixes for all other tech trees)
S2P bandit, outpost and large oil rig for hardcore tech trees
Added new T0, T2 and T3 hardcore tech trees, identical to vanilla but without guns
Added ability for a game mode to gate access to a tech tree
T2 primitive and T3 vanilla
Update T2 and T1 Primitive
Baseline for tech tree editor tool improvements
No longer needs to be opened/reopened when going in and out of play mode
Implements a snapping system to easily lay out items, grid is slightly skewed in-game for better visual flow
Applied new layout on IO and T1 tree
Merge from trimmed_asset_warmup/scene_warmup
Fix player models not being removed from the instance list when disconnecting from servers
Steam inventory and workshop screens localization
Scene now has scrollview populating with a button for every viewmodel in the game with an OnPressed event. Adjusted styling
Settings:
- Localization tidying, added new tooltips and fixed some typos
- Renamed Texture Mipmaps -> Texture Quality
- Medium graphics preset use full resolution textures instead of half
Phrase property drawer fixes, added a revert button and RustText support
Added varied crate spawner grid
Restoring more Craggy Island features
Fixed remaining Application.isPlaying using the wrong namespace
Restored FPS slider behaviour, show "unlimited" when set to 0
merge from phrase_applybutton
Added a button on the phrase property drower to apply edit directly into the json without having to rebuild the whole thing for 5min
Settings:
- Fixed submesh issue on the tooltips when switching language
- Crowdin URL clickable
- Updated some tooltips
Add -> TryAdd in BuriedItems
Fixed SettingsGestureDraggable.OnDropped NRE
Reduce texture size and/or enable compression on some textures
pilot hazmat storage renamed to black box, added lods and gibs, set correct position for codelock, storage adaptors
Premium icon doesnt use global mip map limits
New scene2prefab flatten hierarchy logic that actually flattens things
Fixed orientation breaking bits of it.
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