193,276 Commits over 4,049 Days - 1.99cph!
Fix DisableWithDistance being broken on server
FX work, vehicle damage work, cleaning up
Fixed door animation bug. If door deserialized while animating, but new door state wasn't different, the animation would cancel, leaving the door stuck half-closed.
Doors are always open if on 0 health
Tweaked BuoyancyFixedUpdate for perf (up to 2.5x faster); needs testing
Another fix for the spawn logic
Fix for missing objects (oops!)
Added a button on the main menu with a link to the Discord
updated minicopter collision mesh
[D11] merge
31600,
31627 from main. Basically tries to time garbage collection to happen when it's less noticeable. If we get the incremental GC support then GC.cs would be a good place to control it from.
Updated D11WorldSpawn to spawn objects in the correct place in the hierarchy which is important for things like CullingVolume to work properly. Also improved SceneToPrefab to convert more objects and report failure reasons when it can't.
touched more pickup prefabs
Working on a wrench for repairing doors (and maybe vehicles)
new RF items availability and cost changes
compile fix
Do not play default locked sounds for touch doors
Restored HL1 fix for when the locked sound is an ID rather than a soundscript
[D11][TUTORIAL] Added local server check for buoyancy update
RF broadcaster bugfix
can not mount ladders from minihelicopter
updated minihelicopter seats
[D11][TUTORIAL] Fix for issue #701, storing item in tool cupboard not triggering objective completion
Merging in batched characters
updated mini-copter sitting pose
added co-pilot pose and added posetype in animator
Created batches for pedestrians
added modularbuildingsystem with first pass on prefabs. clipping needs tidying up, need to add stairs and collision.
[D11][TUTORIAL] Fix for issue #736, player colliding with vehicle after mounting
[D11][TUTORIAL] Tweaked timings for objective 10