249,592 Commits over 3,959 Days - 2.63cph!

4 Years Ago
Client-side recipe validation before showing "start mixing" UI button. Refactored a bunch of stuff to allow that.
4 Years Ago
Recipe matching now supports multiple quantities of a recipe. Produce correct amount of items, with correct mix durations for multiple quantities.
4 Years Ago
Potentially fixed playing viewmodel animations from the server only not updating them on client properly in multiplayer
4 Years Ago
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
4 Years Ago
Cave dressing S2P
4 Years Ago
Fixed gestures playing at 2x the speed on Nextbot NPCs
4 Years Ago
Removed middle building pocket from horse shoe cave (cave_small_hard) cave_small_hard S2P
4 Years Ago
Run Rcon SendQueue in thread InteropGen supports "out string" Binding more styles properties Prefer player eye data from clientside (smoother)
4 Years Ago
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4 Years Ago
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4 Years Ago
Reduced mixing table inventory slots to 5. Force mixing table to do ItemManager removes before producing the item.
4 Years Ago
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
4 Years Ago
Merge from main
4 Years Ago
fixes
4 Years Ago
Merge from patrol_heli_wash
4 Years Ago
Merge from main
4 Years Ago
Added the unused wash particles to the patrol helicopter and reduced the cost of the raycast to ground.
4 Years Ago
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4 Years Ago
Merge from summer_dlc (liquid spec fix)
4 Years Ago
Merge from LiquidSpecFix
4 Years Ago
Merge from summer_dlc
4 Years Ago
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4 Years Ago
frame pattern sfx Merge branch 'master' of SpaceUsurperUnity more frame sfx laser sfx tweaks
4 Years Ago
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
4 Years Ago
large wooden walkways backup
4 Years Ago
merge from main
4 Years Ago
Add support for saving File Storage (signs) with demo data
4 Years Ago
Merge from main
4 Years Ago
Merge from main
4 Years Ago
Fixed save loadout command sometimes saving items in an incorrect order
4 Years Ago
Merge new car-to-player/ai collision work -> Main
4 Years Ago
Adjusting drag values after some more testing
4 Years Ago
Adjusting damage and force values
4 Years Ago
Change the order of the inventory loadout command parameters to start with the loadout and not the target player/range
4 Years Ago
Mass edit
4 Years Ago
Add additional drag when hitting things as well
4 Years Ago
Make IHurtTriggerUser server-only
4 Years Ago
Add an appropriate approximated collision damage and hit force to the car when it hits a human or animal
4 Years Ago
panel intersecting fix more conditional fix
4 Years Ago
Move around some file calls
4 Years Ago
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4 Years Ago
adding armored module gibs, fixed some gibs setup
4 Years Ago
Merge modular car mass and engine power changes -> Main
4 Years Ago
Bounds and viewmodel fixes
4 Years Ago
Minor engine power edit
4 Years Ago
Adjust engine power output to match vehicle weight reduction
4 Years Ago
Fixes & improved ground fog
4 Years Ago
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4 Years Ago
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4 Years Ago
Reduced the mass of all modular car parts by 25%