248,697 Commits over 3,928 Days - 2.64cph!
merge from indirect_instancing
Fix Awake() and OnDestroy() not being called for IndirectInstancing in standalone builds
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battering ram
- new broken state
- animator updates
- added 'broken' bool
Have scientists only crouch when their cover is low
jungle_ruins_e more complex layout design
main -> 4ShotMiniCrossbow
Implemented battering ram rig and animations
deauth_toolcupboard_lock_fix -> main
Deauth/Auth radius command now works for the locks on Tool Cupboards
Clean: fixing typo in "ServerProfiler::AppendNameTo"
Noticed when working on now-discarded assembly name skipping
Tests: scripts build in editor
Add upper limit for rerolls
Add re-roll card effect, and card, add bool for drawing an extra card
drag support across plane defined by first click for all 3 modes
- also actually hooked up the clear button to reset the block
Add game hint for rerolls
Fixed being able to shoot while reloading
Make scientists approach by sprinting or sneaking from cover to cover
Show re-rolls under the deck
Can reroll cards in the UI now
Add CardInventory.Reroll, Rerolls
Add an extra reroll for each player at the start of each half
Customize app bar on some pages
Browse page navbar
A bit more mobile cleanup
ArenaInformation for meta
Fixed battering ram back door flickering
Adding split fbxs for battering ram hardware rig
Obsolete HostSync, add SyncFlag, add codeupgrader
merge from indirect_instancing
Add an additional null check when removing instances
Re-implement LinkTriggered event for debugging
dropped min-carve in gui to 1, though it can be a little inconsistent on border edges
DeviceInformationService
Move DebugService
Add <DesktopOnly> and <MobileOnly>
Collapse PageLayout the right way on mobile
Add AppBar
Add <NavBar>
mostly breaking ice triplanar but forcing it to use local position for triplanar shader for now while testing in-gui sculpting
Fix deserializing primary input / output signals
Updating battering ram rig hierarchy
Added knight armour dlc 4k cinematic textures for media
fixed offset of lod transforms in jungle_ruins_walls_corner_B_02 prefab
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merge from qol_report_server_rules
merge from workshop_scene_update
Updated knight armour dlc materials and textures
Leaderboard backup, run #
16037
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Merge from magnetcrane_deathscreen
Added forceDisableTurntableInItemStore option to steam inventory items, allows us to disable the 3d render in the item store if there is an issue (better approach than just hardcoding ids to check)
Enabled on advanced xmas lights
Updated invisible admin cube + wall so they can be removed using ent kill
Added a prevent building volume to mine_tnl_entrance_xmas, fixes small space where building was possible in xmas tunnel entrance
Fixed shield resetting to idle briefly in 3rd person when getting shot/hit