250,613 Commits over 3,959 Days - 2.64cph!
swap effect
reverted onion emoji filtering
BulletPattern now implements IPropertyContainer
Merge branch 'master' of SpaceUsurperUnity
swap polish
swap handles when players are dead
hunter dragging vine
better string sprite
dragging status caused by bullet
Merge remote-tracking branch 'origin/master' into asset-bundles
Added AssetBundleHelper.LoadAsync / ResourceHelper.LoadAsync
Made water pump legs longer for deep water
Fixed constraint library producing errors with duplicator
Constraint errors during duplicator pasting process no longer make the partial duplication "un-undo-able"
[D11] Makes ragdolls letss twitchy
[D11] Makes ragdolls letss twitchy
Trying out batching aa DD calls
WIP configuring so we can use package relative paths
Device orientation added to Model
Reapplying Bill B Launch site changes (50021) which got stomped in save192 (monument_bypass) merge
[D11] Disable fps lock during demo playback
Fixed a case where powered water purifier wouldn't purify water when powered after toggling power on/off
More fettling with the occlusion culling so that it doesn't cull objects that are in the shadow frustum. Also unified the constant setup between the instanced and non-instanced occlusion stuff.
DeviceInfo
devicecheck model
Always include the DDraw shader in the build
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[D11][#4036] Flame Turrets LODs oriented correctly.
[D11] Fix for construction guide loading multiple LOD meshes
[D11] [UI] Fixed missing death map marker sprite.
Some changes to make driving much smoother at the lower tick rate of a real server. Fixes suspension oscillation and too-easy rollover.
[D11] More fixes to debug camera controls
Upped powered water purifier output storage to 5000ml (same as input storage)
Resize input water collider on powered water purifier
Removed duplicated client-side mesh collider that wasn't needed
Modified TriggerVehiclePush to work better with modular vehicles (using the vehicle centre rather than module centre, push cars in an axis direction rather than just away)
Added TriggerVehiclePush volume to the garage door that gets activated while the door is closing, to hopefully push cars away from getting crushed/stuck in the door
Disable the invisible but very solid "Cubicles" on Playground
Reduce brake force multiplier from 750 to 300
Make brake lights dimmer than headlights
Show brake lights only when braking, not reversing
Remove filesystem stuff cause it doesn't show anything useful
Merge brake light changes
Reorganize the news page
Reorganize devices page
Reorganize the map page
Reorganize the hub page
Reorganize the team page
Reorganize the settings page
Reorganize server switcher page
Some cleanup
Vehicle brake light code changes
Use LightsAreOn accessor instead of checking flag directly
Switch headlights/brakelights logic to a mask instead of a bool to reduce extra iterations
Seems like DrawPropertiesExcluding doesn't work correctly along with serializable classes. Remove ModularCarEditor for that reason.
Added a version of ForceModelSeed that doesn't require an overload
Merge from Main -> Vehicles
Fixed water pump also incorrectly switching to on when water is inserted even if no power is connected
Grid snap now varies with zoom level
Added grid guide when editing vertices
Exclude images referenced only by native from assetBundlePatterns (possibly save up to 10MB)