194,539 Commits over 4,079 Days - 1.99cph!
Networkable lightning system prefabs.
Cleanup.
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Update call button colliders
Move gizmo rendering to OnDrawGizmosSelected
New optional argument for surface.DrawText - bool - force additive/notadditive, defaults to font default
minor adjustments for news list hiding
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Added ability to hide news in main menu
Changed lift call button and button boxes placement. Updated relevant prefabs
Merge from elevator_block
Moved elevator to deployed layer, fixes being able to deploy things on top of the elevator
Updating Facepunch.Steamworks
stop forgetting to add new files
Finger poser improvements: New background image, scales better with custom tool panel width, holding SHIFT should now make it easier to position fingers
Reduced size of top prevent building collider to allow floors to built over the top of the elevator
Added a building block socket mod to prevent building if there is a building block over the top of the elevator
Admin killing the lift entity will now admin kill the parent elevator block
Added AIMemoryBank<T>.
Added AIMemory,
Pass memory to event execution.
Updated test events to use memory.
Merge from elevator_block
Fixed not being able to shoot through wire mesh on side of elevator shaft
Merge from elevator_block
Remove cookie texture on elevator light
Turn off emission on elevator material by default to stop it appearing lit in gibs (we turn it on/off via elevator logic anyway)
Increase elevator power usage to 10 while it's moving (uses 1 power while idle)
Fixed gib warning on loot barrels
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Merge from elevator_block
More prevent building volume tweaks
Elevators can now only be built up to 6 floors high
Refactored horizon lightning spawners to be network/position friendly instead of just client RNG seeded
Manual LightEX entity for lightning events because Unity doesn't let you orient particle lights independently, groan
telephone button sound tweak
more voice prop sounds
voice prop audio effect tuning
prevent accidental hammer pickups
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Fixed error with test map
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Fix being unable to break down more than one item at a time
Execeution rate tweaks.
Event fix.
Added event owners.
More test events.
Update ProceduralMapTesting
Fix being unable to power storage monitors directly from batteries
Allowed various Draw* global functions related to Post Processing to work directly with RenderTargets (Community Contrib)