4,051 Commits over 1,127 Days - 0.15cph!
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Include additional performance info about GPUs
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Set default bind of "focus map" to `F`
Move bind to different realm so it doesn't overwrite flashlight button
Add a second label for the `...` so the dots are aligned from left to right
Show `...` (animated) while waiting for ping from server instead of `?`
Allow entities with the `DisableSaving` component (acts as a tag) & `EnableSaving == false` to respawn every single restart
Change entities that are part of radiation alarm in oil rig & small oil to respawn each restart
Fix lights & alarm not turning off when the crate respawns
Fix SERVER compile errors
Merge from main -> qol_hbhf_dialog
Merge from backpacks -> aux2
Fix compile error when neither SERVER or CLIENT is defined
Merge from backpacks -> aux2
Fix compile errors in WorldItem.Server (from merge?) and BackpackInventoryPanel (from me)
Regenerate manifest after merge rather than guessing merge conflicts
Fix Input.cs compile error from main
Merge from backpacks -> aux2
Re-run codegen after merge
Fix ItemIcon.cs compile error after refactor of input keys on item move to an enum
Merge from main -> backpacks
Increase culling distance of amber light from 65m -> 150m (this light is only seen on oilrig & excavator)
Increased LOD settings of light to prevent it going lowest LOD until 120m away
Play radiation alarm once the radiation value is above the threshold instead of at the threshold (meaning radiation > 0)
Fix typo causing all radiation to bypass armor
Merge from oil_rig_radiation -> sav244
Run Scene2Prefab on both oil rigs
Set large oil rig radiation falloff to 40% instead
Add option for radiation triggers to bypass armor and apply a set amount of rads
Change radiation from 100 -> 2 / sec but bypass whatever armor you wear
Set radiation radius to 120 with 50% falloff to give trickle radiation as you approach & ample time to turn away
Change all the blue lights to amber lights
Remove locked crate icon from map when any item is removed from a hacked crate
Merge from main -> oil_rig_radiation
Fix wall being buildable between two different buildings allowing TCs to be connected and break
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13
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10
Fix default keybinds applying over and over for multiple realms (`prevskin` and `nextskin` specifically)
Fix tags not working in the modded tab when using cached browser (move CheckTags from `OnServerResponded()` to `AddServer()`)
merge from main -> qol_hbhf_dialog
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Spawn HeldEntities with `limitNetworking=true` so they don't spam network updates around world origin when the item is first created / split
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Prevent auto turret from being able to target through chainlink fence (include invisible layer in raycast)
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29
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150
Fixed dropped item container showing `james` when in streamer mode
CardPlayerData missed commit
Updated heli crate from sfx of military crate -> elite crate (to reflect the model change)
Recalculate bounds
NonSerialize
ItemIcon.timedActionTime
Climate (3 fields)
Buoyancy.ArtificialHeight
BasePlayer.firedProjectiles (pretty sure it wasn't serializing)
WipeTimer.client_timeUntilWipe
InstrumentKeyController.TimeInUse
GlobalNetworkHandler.serverData
Codelock.whitelistPlayers
CameraMan.TargetEntity
BasePet.inQueue
Serialize
UIInventory.underwearSkinPicker
Crosshair (3 fields)
BaseGameMode.corpseRemovalTime
AutoTurret.attachedWeaponZOffsetScale
LerpBetweenPointsBool.UseAsOffset (present in all monuments)
Door (3 navmesh fields)
BaseRidableAnimal (Dung fields)
FogMachine.fuelPerSec
More improvements to "What fields is unity serializing"