194,629 Commits over 4,079 Days - 1.99cph!
Demo list UI now shows hours as well as minutes and seconds
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Fixed an incorrect r/w warning on the Gibbable editor
Added Point Darkness script. Attach this to any Light component to emit darkness instead of light. You can even emit different colours of darkness. "This is beyond science." - Matt
Bring in the interior walls of the solo sub turret mesh a little to prevent visual issues in the corners when using the box-shaped water culling.
Improve the solo sub's water culling volumes. Problems were caused by the water culling shader having a global maximum of four at a time. The solo sub needed six on its own. Probably not a good idea to have that many anyway, so rather than change the shader, reduced it to four per sub, and the interior mesh will just need a minor edit to not show any water inside. The culling volumes are sorted so having e.g. two subs near each other is fine.
Added convars, fixed mipmap bias calculation.
Fixed issues with incorrect settings being supplied to plugins.
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Do not mark already subscribed addons as "from server" and do not unmount them on map shutdown
Fixed duplicator library's Min/Max calculations
Fixed duplicator tool's bounding box going away on death even though a dupe is still active
Merge from backport_bugfixes
Fixed tunnel network gap when two stations were placed right next to each other and a tunnel tried to cross them (seed 1791348891 size 3500)
Fixed edge case where tunnel entrance would not connect to tunnel network (seed 598557641 size 3500)
Potential fix for server NRE spam
animal flee state + design improvements
merge from facingnavmodes
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Fixed some constraint library functions (such as HasConstraints, GetAllConstrainedEntities, etc) not functioning with the world entity
Fixed gmsave library (Spawnmenu save system) not saving constraints that are attached to the world entity on both ends (such as ropes)
Subtracting
61639 (should've gone on a branch)
Fixed edge case where tunnel entrance would not connect to tunnel network (seed 598557641 size 3500)
boar prefab & idle update
Added a facing direction override mode and added entity target support to BaseNavigator.
If the currently playing shot is being renamed, exit it before renaming
Improved dragging behaviour when dragging around shots, locks the whole shot to the cursor rather than an icon
Mount pos edit. Solo sub now fully set up and driveable.
Buoyancy edit on solo sub
Hide some more unused inspector vars from BaseVehicle classes
Added debugging.debugcamera_cycleBone bindable button (was hardcoded to tab)
More collider work for both subs. Collision meshes for the propeller housing on both subs. Note that the solo sub interior is solid even in detailed collision mode - if we eventually let people shoot through the windows, the top turret will need to be modified to be hollow.
Playback timeline styling changes
Show overlay on timeline while recording a shot
Added support for renaming shots
Made a collider model for the top section