244,561 Commits over 3,898 Days - 2.61cph!
Decreased the minimum normal Y angle for socket free to enable aim blending (to include slopes and roofs)
Fixed laser detector snapping and deployment issues
Now deployable on any surface angle
Tweaked the handles position to make it easier to wire
Fixed industrial combiner snapping and deployment issues
Merged main into io_entity_snapping/2
fixed weird viewmodel animations causing minigun to appear too high
Removing StartAssetEditing and StopAssetEditing from GameManifest and PrefabPrepare since it breaks repeat GetLabels / SetLabels calls (makes things slower though)
Orbital strafe chance set to 60%
Make time to fire in orbits slightly longer
Make orbital rocket clip more wighted to having more rockets
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Removing "Update Game Manifest (Fast)" - use "Update Game Manifest" instead, which isn't all that slow anymore
Brightened door glass up just a tad.
Killed the duplicate screenmaterial that was no longer used.
Fixed parts of the screen sorting poorly/disappearing when crouching
Fixed clipping on one part of the glitch animation.
Port controller from industrial platformer
Prevent being aggro'd mid strafe - this needs fixed
Removed bunch of debug logs
Remove bunch of debug draws
Reduced turn speed when swapping to orbit strafe
merge from electricity_power_fixes/randswitch
Fixed bug that would pull heli out of move state if there were no targets - moved that code to orbit code only.
Added AtRotation check. Ensures heli has finished rotating before moving into strafe attack
merge from electricity_power_fixes/2
merge from Dragon_Rocket_Launcher_typos
merge from smallsign_stacking_fix
merge from workbench2_spraycan_oversized_collider
merge from Microphone_Stand_desc
merge from underwater_weaponracks
merge from CNY_Spear_typo
merge from electricty_power_fixes/ceilingligh
Fixed workbench tier 2 oversized spraycan prop collider preventing shooting through open gap
Fixed stacking small sign exploit for reals this time
Refactored init strafe and aggro code
Fixed bug causing multiple changes of strafe drop out distance per tick
Refactored starting strafe code
Ensured time since damaged threshold was appropriate for each damage type
Fixed microphone stand typo +reload -> +attack2
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weapon racks can no longer be deployed underwater
Updated Dragon Rocket Launcher desc
Merged main into electricity_power_fixes/2
Block mem_force_flush just in case
Having this enabled in autoexec causes issues, so lets disallow servers to force it on players
Minor code fixes
Also fixed engine not being able to build with v142 toolset on Windows
Rearrange addon file system, remove dead code
More minor clean ups
More addon file system clean ups & minor optimizations
Add subscriptions as "Unknown Addon' while we fetch their details
Let's see if anyone encounters this in relation to "my addons are missing" issue reported sporadically
merge from toolcupboard_retroskin
merge from electricity_power_fixes/2/timer
merge from smartswitch_fix
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mossy rubble piles use material config instead of biome visuals
removed terrain layer from most rubble piles as it displays snow indoors in some biomes and there's no good way around it. We should tackle the transitions using depth bias ideally
Leaderboard backup, run #
10659