12,029 Commits over 2,527 Days - 0.20cph!
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
Increase icon sizes even more
Update item icons
Fixed rotation issue on a spike
First pass on a system to record camera movements and properties to while playing a demo, then playing them back in sync with the demo on subsequent plays
Saves to an .anim file so it can be integrated with editor workflows
Remove workbench rotate option
Increase brightness of map view on death screen
Made a custom fuse loot panel for fuse boxes (will need S2P to take effect)
Set loot panel title when looting horse corpses
Hooked up title field on large wood box loot panel so the entity name gets updated dynamically (will need some testing)
Add PrefabInformation component to large wood box so it can update the loot panel
Fixed combat knife not showing skins in third person
Fixed map markers visually "popping" frequently by only updating the relevant UI marker when the marker receives a network update (instead of updating every UI marker)
Fix client exceptions when looking at non electric/fluid entities while holding the wire tool (roller doors at power plant)
Require hammer to pickup beach towel
Increased interaction radius on elevator lift buttons
Add unity recorder and director package
Update elevator shaft IO socket position, update use distance on lift
Disable inherit velocity on torch smoke particles, seems to be causing the strange smoke movement