241,382 Commits over 3,867 Days - 2.60cph!
Add Versus Saxton Hale map category (#1996)
Merge from experimental #
85384 (Unity 2021)
Fixed 6point particle material inspector
Popup system clean
Package report dialog
Merge from redirect_conveyor_max_fix
Merge from worldmodelupdates
Merge from august_art_bugfixes
MatchmakingUtility -> MatchmakingSystem, start basic matchmaker and hook MatchmakingWidget up
Add basic loading screen
Lower the search time for now, set the state to "found a match" when we're making a server
WebSocket implements IAsyncDisposable. When disposing websocket because of TaskSource cancellation, do so async and complete the WS close handshake if we can. If we receive a ConnectionClosedPrematurely message, only actually disconnect + dispose if the connection is no longer open. Call TaskSource.OnSessionEnded in GameMenuDll when resetting environment.
Refactor MatchmakerPage, add PackageList component with multi-select and some extra render fragments
Reset query status just before we find packages
Merge Main -> Experimental
Merge SpawnPointPopulationSpawners -> Main
Fixed population script type in file search. Fixed Tugboat population ID.
Stacked items that meet the threshold for a different world model will now regenerate the correct worldmodel
added internal shadow box to SlotMachine.Caboose.prefab
- updates the other static prefab variant too
fixed culling of the fencing on the tail of the attack heli for Paddy
More mission setup, better crafting stage and more spawners on the island
Actually use the materialized views
Add concurrent users to package insights
Fixed deploy item mission objective type, now works with building blocks and added support for showing progress counts
New mission to build first base, includes building planner, foundations, walls and a doorway
Leaderboard backup, run #4757
Reworked tutorial building guide process, no longer requires modifications to building blocks and is fully handled by the tutorial island component
Added Tugboat population spawn, based on harbor spawn points
New SpawnPopulationBase. Renamed SpawnPopulation to DensitySpawnPopulation, now inherits from SpawnPopulationBase. New SpawnPointSpawnPopulation that spawns a population based on defined spawn points in the world (also inherits from SpawnPopulationBase).
Don't suggest that clan tables are only in bandit camp or outpost because they're deployables
Static clan table prefab set up
Update bandit camp and outpost with new static clan table
Fixed industrial conveyors not respecting maximum amount in output when transferring several different redirect hazmat skins
Added diversuit skeleton prefab. Updated existing nomad prefab + menu list
Merge from hackweek-chat-emoji
Set showEmojiErrors to false and expose it as a convar
Expose block emoji, block emoji animations and block server emoji in the options menu (User Interface tab)
Merge Main -> Experimental
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