249,589 Commits over 3,959 Days - 2.63cph!
unlimit fps_max
Fixed ClientLayer::PreRenderUI called after UI rendered
More console shit
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Compound fixes & related files
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pattern onCharge callback
laser sfx
invasion sfx
Merge branch 'master' of SpaceUsurperUnity
more invasion sfx
pixel explosion sfx, respawn pod sfx, trap/egg disappear sfx
Fixed SL / SR missing icons on switch
Fixed some more bad button prompts for JoyCons in the tutorial
Lightened the picture frame glass albedo texture and changed the material so that images don't appear so dark.
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merge from main, merge fixes.
protobuf gen.
code gen.
Fixed culling volumes at cave_small_hard
cave scene backup
large walkways scene progress
backup large walkway models
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backup large walkway models
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Exposed a lot of slots for sound effects
Merge Vehicles -> Main. Adds gibs on individual car panels, armoured passenger module, lifts can be placed in tighter areas (including T-shaped floor sections), cars remain still when they should on slopes, + other tweaks and fixes.
New 2socket vehicle preset
Merge from Vehicles -> Glass
fix nowheel panel gibs pivot
Updated armoured module icons to match their new look
Remaining bandit fixes.
Lighting prefab rebake.
Electricity arc effect conversion.
Fix bunny onesie viewmodel casting shadows
Add an overload to send raw UTF8 bytes as a text message
If no safe zones are found, assume we're close to a safe zone (the same as the old behaviour)
Client-side recipe validation before showing "start mixing" UI button.
Refactored a bunch of stuff to allow that.
Recipe matching now supports multiple quantities of a recipe.
Produce correct amount of items, with correct mix durations for multiple quantities.
Potentially fixed playing viewmodel animations from the server only not updating them on client properly in multiplayer