194,449 Commits over 4,079 Days - 1.99cph!
Experimental spawnicon loading 'queue' - prevent complete freezes when opening spawnlists, load spawnicons until we reach 30 FPS or 1 per frame.
Player PaperMap new color scheme
Shifted the wire input box to look inside the elevator shaft to avoid anymore building components clashes
Changed bodygroups to use unsigned ints over ints to prevent crashing and increase the bodygroup limit somewhat
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Chippy arcade volume and gib fixes
Phrases
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giant excavator SBS splat fix
lift shaft poles model now looks continuous
Disable inherit velocity on torch smoke particles, seems to be causing the strange smoke movement
Fixed being able place some wall mounted entities on the walls of the elevator
Fix engine stats not appearing when inspecting an engine on a car
Very slightly working floating origin implementation
Road network & launch site improvements WIP
Backup/Pre-road network overhaul checkpoint
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statecontainer output linking
Fixed roads sometimes going crazy (underwater, over cliffs, through monuments) at monument start / end points
Allow cloning of berries at slightly earlier stage
Added PlayerHandleAnimEvent and PlayerFireAnimationEvent hooks (Same arguments as ENTITY: hooks, after the first arg being player obj)
Added CTakeDamageInfo.SetBaseDamage
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Longer crossbreading length for berry bushes
Fixed entering a vehicle while ducked saving and restoring the ducked view offset when exiting the vehicle even though the player is forced to unduck
Fixed DTree_Node.ExpandRecurse producing Lua errors
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Merge from pushbuttonburst
Return passthrough even if unpowered (behaviour is unchanged)
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Merge from elevator_block
Fixed non-normal textures not being able to export from the workshop UI
Scene backups + project ver update
Added an editor button to update the read only socket name if it needs updating
Merge from cameraswitching