241,062 Commits over 3,867 Days - 2.60cph!
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Refactor gridcell slot lookup referencing.
Fix initial menu presence, as well as presence when disconnecting from a server
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Moved some visual stuff from the projectile to the launcher attack, where it makes more sense.
Manually painted in some motion vectors to fix backblast float effect.
Fix GlobalNetworkHandler not picking up all entities when first loaded into an existing save
Implement ModalSystem.CloseAll, close all modals when killing game menu instance
Make rich presence say playing a game while in its game menu (update to say Menu later?)
Fix (Rotation / Vector2 / Vector3).Random
Also add Vector2.RandomCircle, Vector2.RandomDisk, Vector3.RandomSphere, Vector3.RandomBall, Random.Gaussian
some more cleanup and a potential NRE fix
Removed duplicate gibbable script from standing weapon rack
updated textures and materials
Merge from elevator_io_display_fix
merge from transparent_footstep_fix
Merge from building_skin_tier_fix
Merge from sewer_branch_water_fix
Leaderboard backup, run #5217
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When connecting to a server, open its gamemenu and immediately open the loading screen
Add origin season image + current color from background color
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Leaderboard backup, run #5215
S2P mining quarry monuments
S2P monuments containing pumpjacks
Improved animation transition when deploying parachute quickly after jumping
Show a dedicated first person canopy
Leaderboard backup, run #5213
Fixed screen shake of any parachute affecting every player in network range
Added debug.spawnParachuteTester
Spawns a bot at the players position + a given height (defaults to 20m), copies the players inventory to that bot, adds a parachute to inventory and deploys the parachute
Handy for testing and target practice
Leaderboard backup, run #5212
Merge Attack Helicopter -> Main
Fixed regression causing all random variants of the abyss suit to show at once
Reduced attack heli speed and agility