249,592 Commits over 3,959 Days - 2.63cph!
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
Added a way to toggle performance UI on switch
!switch
Fixed bake error !switch
frame pattern sfx
Merge branch 'master' of SpaceUsurperUnity
more frame sfx
laser sfx tweaks
Only show prompt to add player if a binding is found
Fixed camera jump threshold
Merge remote-tracking branch 'origin/master' into asset-bundles
Fixed gestures playing at 2x the speed on Nextbot NPCs
Removed middle building pocket from horse shoe cave (cave_small_hard)
cave_small_hard S2P
Run Rcon SendQueue in thread
InteropGen supports "out string"
Binding more styles properties
Prefer player eye data from clientside (smoother)
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Reduced mixing table inventory slots to 5.
Force mixing table to do ItemManager removes before producing the item.
Fixed performance UI not showing on Switch
Fixed bake error !switch
Workshop menu tweaks
Some improvements to co-op camera when player positions are swapped
Merge from patrol_heli_wash
Added the unused wash particles to the patrol helicopter and reduced the cost of the raycast to ground.
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Merge from summer_dlc (liquid spec fix)
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frame pattern sfx
Merge branch 'master' of SpaceUsurperUnity
more frame sfx
laser sfx tweaks
NativePointer can be weak or normal
Added Style.Scale, Style.SetTransform
Added Entity.EngineEntityName
Added Entity.Ang
Entity only dispose nativePointer if both client and server are dead
Calling Delete on LayerPanel more directly deletes layer
Assert if IPreRenderUI.All already contains
Do CleanupConnections in InternalOnDeleted
ESP tests
large wooden walkways backup
Add support for saving File Storage (signs) with demo data
Fixed save loadout command sometimes saving items in an incorrect order
Merge new car-to-player/ai collision work -> Main
Adjusting drag values after some more testing
Adjusting damage and force values
Change the order of the inventory loadout command parameters to start with the loadout and not the target player/range
Add additional drag when hitting things as well
Make IHurtTriggerUser server-only
Add an appropriate approximated collision damage and hit force to the car when it hits a human or animal
panel intersecting fix
more conditional fix
Move around some file calls
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adding armored module gibs, fixed some gibs setup
Merge modular car mass and engine power changes -> Main
Bounds and viewmodel fixes
Adjust engine power output to match vehicle weight reduction
Fixes & improved ground fog
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Reduced the mass of all modular car parts by 25%