12,100 Commits over 2,527 Days - 0.20cph!
Potential telephone NRE fix when player dies mid-call
Merge from lefthanded_vms
Add graphics.vm_horizontal_flip convar to flip viewmodels horizontally (for left handed players)
Tweaked text spacing on the curved skull trophies, should make longer names more visible
Merge from vending_search_improvements
Fixed using incorrect match percentage when comparing shortname and translated name matches
Remove log, add a minor bonus if a text match is found in the description
Improved search filtering when adding sell orders to vending machines
Filter text now prioritises name matches over descriptions and measures how accurate the match was when ordering results
Fixed being able to stack telephones on top of each other
Added a passthrough socket to the phone that passes through power if the phone is ringing or in an active call
Better styling for disabled state on phone dialler next/previous page and save contact buttons
Tweaked local offset of telephone vm so it's not off-screen
More player ownership checks
Readded missing PlayerModifiers component to player prefab, fixes teas not working (must have been lost in a merge)
unsaved comment (no actual changes)
Fixed multiple vm warning log when interacting with a phone
Fixed dialler UI opening in an incorrect state
Apply client-side check to make sure player doesn't get too far away from telephone while in use
Add some extra precautions to stop players getting stuck attached to a telephone after disconnecting
Fixed incorrect Free method used when returning slack calculation list to pool (fixes busted cables at monuments)
Move line gizmo rendering to OnDrawGizmosSelected for better performance
Potential NRE fix in AnswerPhone
Fixed valid placement angle and added missing GroundWatch to telephone
Fixed not being able to research items with redirects
When researching a redirected item a blueprint for the base item will be produced (eg. researching a spacesuit will produce a hazmat blueprint)
Ensure text exists before applying curve modifier
Lowered shader lod level of the lit text shader used on skull trophies (300 -> 100)
Changed skull text face colour and moved it out slightly on the default trophy
Admintime now works in the editor (only checks at intervals so it's a bit less responsive than when in pure client mode)
Revert SpawnHandler change
Tweaked positioning of label on default trophy and table trophy
Changed skull trophy text material to a lit version so it responds to light
Added demo.startrecordingcamera and demo.stoprecordingcamera to manually record camera movements to a file, not synced to a demo
Elevator uses 5 power at all times instead of changing power consumption based on whether it's being used or not
Manifest and protocol update
Save the animation out if stopping mid-demo while using the PlayAndRecordCamera command
Fail gracefully if the animation file can't be found when using PlayWithRecordedCamera
Fix NRE in when disabling MainCamera
Slightly darkened trophy text
Fixed being able to stack skull trophies
Fixed skull trophy not loading properly on client
Horses will now continue to eat if their health is below 100% (they used to stop if their stamina was 100%)
Capitalised "Examine" in the horse entity menu
Being killed by an auto turret will now display "Auto Turret" instead of an empty field in the player box on the death screen
Added a slight (0.25s) delay before we start checking for blockages on doors, fixes an animation issue when reverting a door open/close immediately after the player triggers a door open/close