198,864 Commits over 4,140 Days - 2.00cph!
Converted sliding components
Move TriggerParent module code
Rename ModuleEngineItems to VehicleModuleEngineItems
Initial work on test conversion to subclassing method. Currently not compiling.
Merge from Main->Vehicles
Fix the same thing happening with the regular teleport too
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Fix teleport2me teleporting a random bot sometimes when the player was not found
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Fix being unable to use teleport2owneditem when the player is offline+dead (provide a steamID instead)
Add teleport2marker to teleport you to your marker point on the map
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Explicitly set app.serverid's default to empty
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Models that exceed MAXSTUDIOFLEXVERTS no longer crash the game
[D11] Adds some error warnings for meshocludee code, also changes call to find renderers to also find disabled renderers
[D11] Adds some error warnings for meshocludee code, also changes call to find renderers to also find disabled renderers
Spawnmenu's ContentHeader panels obey parent's read only state by not allowing its text to be edited
The Stanley Parable map icons
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[D11] [UI] Removed unit suffix from Camera Inertia value.
Toning AO down on 'atlas_wood_stone_metal_ao' texture
Wood tier wall/half/third corner conditional meshes/colliders
Stone tier wall/half/third corner conditional meshes/colliders
[D11] Ambient lighting - need to check for the player construction along with checks for other environments.
Completely disable fading decal removal, it just causes crashes
[D11][Graphics][#3902] Fixed doors occlusion culling issues
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maybe ensure clrjit.dll is not locked *before* trying to delete it (oops)
Kill off c# compiler before installing new version of Unity
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Move disabled / network limited entities to the limbo network group (so they are properly excluded from any processing)
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[D11] Ambient light. Additional triggers on the sewer tunnel ladder. Using separate update periods for player-created buildings and other constructions.
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