35,806 Commits over 4,352 Days - 0.34cph!
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Use Vector3.Distance instead of BaseEntity.Distance as distance is a closer match to the previous behaviour for crossbreeding
Another artifical temperature safety check
Fix animals and naval scientists only fleeing or being passive
Merge: from spectate_stay_after_dc
- Bugfix for disconnecting players staying standing with UsePlayerUpdateJobs 2
Tests: spectated disconnecting server
Fixed artifacts caused by dithered objects being rendered in front on subsurface scattering type objects
Revert
144931, use "Armor" everywhere in the store page instead. Thought "Armour" was the US spelling
US English is supposed to be the default (I'll add UK english at some point ok)
Armor -> Armour in the storage box store page pack description
merge from storepage_boxes
merge from storepage_boxes
deepsea.wipecooldownmax default value set to 1h30
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Merge from collectable_optim_pass
Fix BaseProjectile::ServerUse being called with null/0 values in damageScale, speedModifier, origin, bullet thickness.
Only affects staging.
Affected things:
- PT Boat Turrets
- Flamethrowers
- Autoturrets with Generic Fireables
- Attack Helicopter Turret
Fixed deep sea signal computer server colliders not being stripped on the client
Adjusted the server colliders so that standing on the little bits on top shouldn't cause flyhack kicks
env.nightlight_brightness defaults to 0.005 (was 0.022)
Adjusting due to new darkness levels
Safety checks for PartialMobileStaticGrid
fix rotation tool transparency
merge from painting_line_tool_winner
Fix scientist weapons floating at world origin on server
Fix naval scientists new entity weapons leak, make sure new scientist weapon are not saved if the scientists themselves are not saved
Merge from island_cliff_water_fix
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Added a searchlight debug mode to try and figure out the volumetric animation
Final lighting sans atmos volume & culler.
Zeroed the transmission on this potted plant, because I keep seeing it bleed ambient in interiors.
Emission texture tweak.
These static candles shouldn't be shadowcasting like that.
Fixed all kinds of whackery with industrial.ceiling.lamp.on.prefab
Lighthouse lighting prefab V2 (not applied)
Add convar to tweak radius of the vision occluding ball generated by smokes for NPCs
server_browser_phrase_fix -> main
merge cannon_fuseburn to main
Fix cannon aim jitter on high ping when reloading and lighting the fuse
boat_highspeed_parenting_fix -> main
merge from /indirect_instancing
Merge from turret_paintball_fixes