193,509 Commits over 4,079 Days - 1.98cph!
CustomisationItemView now sends the Clicked message when clicked.
Added confetti_cannon trophy with WIP prefab. Added beer hat and materials. Fixed sushi hat missing materials. Tweaked rotation on most (of my) hats to sit better on avatars. Added VERY wip snow explosion effect
Removed cargo ship from iceberg folder
Real-time updating of the character selection screen player counts, plus trying to clean stuff up (and mostly failing, might try some more)
Remove some files from server build
Add PooledList, switch to .NET 4, caching stuff for OutlineEffect
cherry pick from wrong branch
Ignore hidden VS folder even though it should already be hidden
Add a options for a few post processing effects
Add thread support to the mini profiler
ReflectionUtility calls methods on all assemblies in AppDomain rather than the execution assembly
another NRE fix for missing UI element
fixed invisible/unparented rhib storage on cargoship
fixed cargo ship NRE
Added Before/Decal template for ASE
Added template sample Before/Decal Standard ASE
Renamed DecalShaderStandard to DecalStandard
new vaudio_speex builds - voice chat is compatible with main
Re-enabled camera occlusion highlights, using new highlighter (might bug out)
cargo ship map marker
cargo ship movement improved
cargo ship ladder mounting improved
cargo ship NRE on exit fixed
Grass roof no longer default upgrade
Removed warning spam in Stat
Pause UI save button uses same overlay as F5 quicksave
Re-running prefab importers, fixing missing wearable prefab assignments on Item.Legs_leather
Added error log when validating wearables that have a missing prefab
Some clothing item view assignment fixes
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reverted bills changes from
17779
Items now has a CurrentTool property to track the tool we currently need to perform a behaviour.
Buildings can use ToolUseParameters.
Tidy up of building construction on minute skill gain + tool use.
Refactor of some existing AI stuff to use CurrentTool.
Going home. Removed the majority of dependencies now.
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Add a warning for when ticks miss their deadline and run without budgeting
[D11][#13][UI] Ingame carousel will correctly close when the player dies or is disconnected
Tweaks to Entity/Unity view prefab processing
[D11][#14] The furnace is now selectable
Fixed timed explosive sticking when parented
Mitigated shadow issues via impostor hemi-octa clamping
[D11] [UI] Updated Radial Menu Textures with different method for blending between radial and segment glows (WIP). Replaced code-based animations with Unity Animation assets in new Radial menu, set up new animations for menu. Adjusted centre text to be more readable and take up more empty space. Centre icon now matches it colour to the status of the action you have selected to more accurately reflect its usable state.
Cargo ship parenting trigger interacts with physics projectile layer as well
Physics projectiles interact with trigger layer (for parenting trigger)
Player.Kick no longer fails with reasons too long (cuts them off now at 512)
Fixed kick reasons being cutoff at 256 (now cutoff at 512)
Fixed all errors related to NetworkUser, moved stuff to Wiseguys user temporarily.
Nixed trait points label prefix
try catch replay drag drop files