195,812 Commits over 4,110 Days - 1.99cph!
Scrap transport helicopter icon + translation
Added minicopter translation and icon
Fixed NRE when attempting to show an NPC icon with no icon assigned
Add notification channel for clan announcements
Send a push notification to all clan members when updating the announcement (if it's been more than 5 min since the last change)
Update NotificationList to support sending notifications to over 100 different steamIDs at a time
Neutral studio backdrop prefab (grey + unlit)
Added zipline dismount points to lighthouse and dome
Update icon for the clan button
Force save after modifying achievement stats
Reverted world size to default
Re-add the CollateTrainTracks script to ProceduralMapTesting
Replace navigation buttons in inventory, crafting, and contacts screens with GameUI.Navigation prefab
Add navigation buttons at the top of the clan UI to switch to the inventory etc
cherrypicking
70210 - Disabled easter
Show clan member online status on UI
Improve consistency of the clan UI styling
Rail branching start and end points are exactly on a spline node (for billb)
Improved all types of intersections (more work to do)
Resolved some issues with the base spline for billb
Include online status in protos for clan members
South coast elevation finalization WIP
Desert-specific rock quarry material tweak
Copy the rail path tangents array as well
Merge from april_22_optimisations
Change "allowUpdate" to just "update"
Add some more examples to the test rpc's
Bear, Stag and Boar avatar images
Another attempt at a method for updating UI with destroying/recreating UI
Adding "allowUpdate":true to a component will do a gameobject lookup by name and update just the included variables
Better than the last approach as it's not relying on reflection and keeps the logic contained to CreateComponents
Seated talking anim (talk_02_sitting) - best used with cinematic avatar
Improvements to train collision handling
Move NPCWalkAnimation to the persistent work queue
Non-coupling train collisions mostly working again, after refactoring it into the new coupled train system
Moved laser beams to the new persistent work queue
Removed a redundant bit of extra work for non weapon mounted laser beams
Fixed voice props laser lights not loading their speed setting properly if they were on while the server was loaded
Fixed first person spectating not properly displaying grenade launcher reloads
Better code for train cars that don't lock together + other train work
Merge from foliage_grid_opt
Merge from grid_switch_opt