130,035 Commits over 4,140 Days - 1.31cph!
Slight changes to car lift, just to see if the client builds will now realise it changed a few days ago
Engines now spawn in with no internal items
Socket_Base.socketName is ReadOnly instead of HideInInspector (easier to debug)
Ramps and foundation steps can be rotated before placement (but not afterwards)
Stairs (L / U / spiral) can no longer be rotated after placement (only before)
Construction.canRotate is now split into canRotateBeforePlacement and canRotateAfterPlacement
Fixed half of "Unable to replace foundation in front of foundation steps"
Armoured module icon face the right way
[D11] Updated values used for Swimming animation transition to reflect water height value used in code.
Fixed stacking of L / U stairs and ramps / steps / spiral stairs
Fixed "Unable to replace wall if destroyed next to spiral stairs"
Updated foundation, ramp and step prefabs
Added support for vehicle seating modules to apply damage protection to their passengers
Added CarPassenger and CarPassengerArmoured protection properties with 50%/100% stab protection respectively (solves getting stabbed by cactus while driving)
Added tracking for time spent driving in life stats
Added a stat for time driving on the expanded stats in the death screen
Fixed update when offscreen not being enabled for modular car seats
Change render queue of heat shimmer particle material to Transparent-3000 (was AlphaTest-2450) to prevent conflicting with censorship pixelate material
Pack a bit more into the secondary textures bundle as the main bundle was still perilously close to 4GB (3.96).
Assign the driver as the Initiator on the front and rear HurtTrigger on cars so deaths are appropriately assigned on the death screen
Change RollOffDriveForce from
99995 back to
99994. Multi-engine vehicles were very speedy. Adjust best acceleration curve down a little as well.
Shuffle texture bundles to bring the larger bundle under 4GB.
Improved foliage fade out
Added mesh pre-process step so it works on console
Also show modifier values in UI tooltip
Only show conditional wall corners if the building blocks are the same grade
Disabled rotation on ramps since it breaks post-placement
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Foundation.steps legs removed, updated all models/colliders/gibs
Redesigned metal tier walls, incl. models/gibs/colliders
Removing unused roof models
Re-textured the corrugated_b set / updated building atlases
[D11][UI][#3968]Fixed issue where you could be blocked off transitions in front end menus [#4081] Fixed players in game transition braking
[D11] Fixed server define in RumbleManager.
[D11] Tweaked DOF Default settings / HOT screen effect / AO
[D11][3785] Candle Hat lights fixed
Toggle for memory stats view
GPU foliage placement sort of working
Foundation steps no longer grounded
[D11] Large Furnace Lighting values set correctly
Changed the format slightly
Added a few extra gib convars
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Modifier timers now correctly pause/resume when disconnecting/rejoining a server
Fixed bug with cargoship sound culling, cached culling distances where I can, added Effects.maxGibDist convar
[D11][UI][#4016] Added Photosensitive seizure warning to autosave prompt, Fixed issues with translations files
merge from wearable_lod_fix
[D11] Rumble Manager Weapon and Critical Health rumble implementation. - [D11] Rumble Manager Weapon and Critical Health rumble implementation.
Work in progress GPU foliage placement
quickfix foundation.metal.wall re-link meshes after name change
Extras from manifest rebuild