250,571 Commits over 3,959 Days - 2.64cph!
Added utf8.sub and utf8.idx (#1400)
* Added utf8.sub and utf8.idx
* Fixed utf8 error
3rd argument to sub is now optional like regular string.sub
* Renamed utf8.idx to utf8.GetChar
[D11] Putting the working water back for RC
[D11] Lowered emission rates on Fusebox VFX slightly
Added an icon to the inventory player paper doll showing the number of active buffs. Hovering shows a tooltip with active modifiers.
Util to locate materials for conversion
setIcon colour on text input
[D11] - Turned in Antialias SMAA
Colour grading changed profile back
Desert CG changed
AO changes
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[D11] Disable ingame UI and navigation bar UI when loading a demo file
Throw exception if ContentFolder doesn't exist or is empty
Update OnGameWebCallback docs
Don't use ThreadStatic in Helpers
Added IntPtr version of DecompressVoice
barricade model/texture/mat
[D11] Viewmodels render high priority
Player status on capsule iPad
[D11][#4091] Fusebox now FX matches steam
Design for DetailsPopover
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[D11] Fixes project settings
[D11] Fixes project settings
bullet onDespawn callback
centipede death effect
death effect centipede2
trap centipede death effect
added more dash powerup to tentacle
Fixed TriggerPlayerForce not working on players
Fixed TriggerPlayerForce applying to noclip players
Prevent "Calling kill - but already IsDestroyed!?" warnings from the chassis if multiple modules reach zero health at the same time
Don't allow using vehicle storage while mounted. Plus edit for 1mod cockpit-with-engine engine interaction collider. Now easier to edit when not in the frontmost slot.
Reverted headlight angle change and increased light angle by 10 degrees
Tilt headlights directional light/volumes down by 5 degrees
Deactivate Take Internal Items button if there aren't any
Rebuild manifest, hopefully fix missing script warnings
Car fuel gauge limit now matches the actual max stack, rather than an arbitrary number à la minicopter.
Increase steer lerp speed a little
If the occupant vehicle is in a non-driveable state, keep holding onto it even if the vehicle lift is without power
Moved deploy volume on car lift slightly up so it can be placed on foundation again
Lift: Don't grab the vehicle unless it's travelling at <= 3.6km/h
Overhauled vehicle lift occupant handling, particularly magnet snap and occupant trigger. The main issue was that evidently setting a rigidbody to kinematic triggers an OnTriggerExit, and we set a vehicle to kinematic when the lift gets control of it.
Fix for TriggerBase when an entity in the trigger is destroyed. Previously this only worked if the destroyed entity had only one collider, and it was on the base entity GameObject.
Gibs now assign physics material correctly
Added a button to auto size all gibs to a box collider
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