202,078 Commits over 4,171 Days - 2.02cph!
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Added vehicle damage texturing to minicopter
Improved audio stream buffering:
Use a ring buffer for increased performance and smaller memory footprint
Start playing the stream once enough data has downloaded, rather than waiting a static period of time (this was way too long for some connections and way too short for others)
Stop downloading more data if enough has been buffered
Added ShoutcastStreamer.DebugStreams to help diagnose streaming issues
Simplified connected speaker sync system to use the boom box data rather than keeping a copy of the audio stream on each speaker
Scrap heli mats get instancing for damage texturing
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Control panels source update
Fixing unwanted collider on 'module_1200x1200_4way_ladder'
Correctly include the root piece when merging
Underwater labs volumes set to 'Underground' for improved lighting quality
wip creating individual encapsulating AIZs for each water base by merging the child AIZs of each one.
merge from submarine ai (nothing spawning, just to get the data prefab updates in)
Fixed a few pivot rotation issues
Fixed holes in LOD0 of modules
Fix for AIZs with a single move point
Underwater labs - Final modules meshes LODs/colliders/prefabs instances
Re-organized ladders to be in a separate prefab instance for more flexibility in design
Deluxe xmas lights passthrough - in line with other lighting
Small sign can now be placed on deployables (boxes etc)
Small sign strict volumes
Small sign can now be placed at 90degree angles
ai data for moonpool pieces
DungeonBaseInfo now contains a list of all DungeonBaseLink that belong to it
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Slightly better handling of swimming up into the moonpool (this needs more work, but it's a start)
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Cancel a gesture if a player changes equipped item
Fixed scrap heli damage texture, working now
Remove damage texture content from the scrap transport heli, since it was actually unused
Save on materials. Don't use a separate material anymore just to show full damage on gibs. Instead have the gibbable script apply the damage texture itself if it detects that a DamageRenderer is being used, reusing the shared material with instancing.
Can press Ctrl+C and Ctrl+V to copy and paste the current phone number while on the dialling UI
Added a button to copy the current phone's number into the clipboard
Fixed HAB not always showing damage texture correctly. Other minor damage tex edits.
Remove the "Cubicles" on Playground as a lot of them are missing prefabs and/or scripts
Fixing/improving some general issues with the vehicle damage texture systems.
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ai data for LShaped pieces
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