122,144 Commits over 4,048 Days - 1.26cph!
Potential EnqueueWrite NullReferenceException fix
ferry_roadbridge and bridge supports LODs/Colliders and prefabs
WIP faberge_egg_f model, anims, prefab
Enable server performance metrics
merge from turret_scan_gc_fix
Adding Facepunch.ArrayPool
Adding print_arraypool for debugging / monitoring
Possibly prevent NRE when opening a UI panel with an emoji compatible input field
Don't show the avatar of the killer on the death screen if streamer mode is enabled
Remove some FormerlySerializedAs that are no longer needed
Add the LOD levels back in for the deployed drone's propellers
Show emojis on market terminal
Fix PTZ not returning correct zoom scale when running as server only
Fix load not loading for server side entity in server+client mode for cameras
ParticleSystemContainer now optionally supports enabling/disabling lights as well. Gets the Attack Heli damage FX lights working as intended.
Tweaked power input position so it's not floating. Removed redundant collider
Set up camera rendering in fulllscreen UI. Set up aspect ratio etc for fullscreen UI. Added missing camera components for rendering water etc. Replaced gunner monitor rendertexture with static effect (so we don't have to run two cameras at once).
PTZ camera can be rotated before placement (90 degrees).
PTZ camera faces towards player by default. Power input moved to opposite side.
Updated deploy guide mesh for PTZ camera
Prefab backup
Another burnt material variant
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Burning room WIP
Burnt variant of the pallet material
Log projectile hits as well as misses
Revert
79559, we want to to show repair costs even if they are 0/0 as that indicates that the item needs to be in the players inventory
New attack heli blur rotor system, no longer hides the main rotor post
Move AzureWebInterface to new .cs file
Nuclear silo text decals
Dressing progress
lodded some rooms
Remove LINQ calls from IsAuthed()
Merge from main -> gameplay_analytics