252,179 Commits over 3,990 Days - 2.63cph!
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Fixed suit death voice lines playing on respawn with gmod_suit 1
[D11] Airfield Cave Fixes
Subtracting
48101 (2019.3 perf fix) as a test to verify we are back to baseline perf without it
[D11][#3799] Fix added for crashing after being idle at the server password screen.
Rename VehicleTerrainDamage to VehicleTerrainHandler
Merge from asset_bundles_5
Use physics meterial for terrain damage calc instead of topology. More accurate to actual terrain type.
Fixed large water catcher placement issues after 2019.3 update
Fixed spike trap placement issues after Unity 2019.3 update
Spike trap decays faster outside building privilege
Spike trap stackable (10) inline with other defence deployables
Spike trap can be repaired
Spike trap crafting time reduced
Spike trap no longer damages the player standing 1m away
tweaked respawnPod spawn time
bullet.single shoot effect fixed
Merge branch 'master' of SpaceUsurperUnity
octopus revenge bullet
mech revenge bullet
fuse boss revenge bullets
fuse wall revenge bullet & fuse spokes bullet tweaked
Fixed Drive buttons in workshop model download UI not working
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Fixed vehicle rigidbody not sleeping reliably when on the vehicle lift
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Magnet snap zone minor edits
Started on button icon redo
StyledRect shader now supports box shadow with rounded corners
Engines spawn in with some (generally low quality) internal items already in place.
Update icon (but not android's)
Update server switcher because the text height changed
Update confirmation modal a bit
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Bold the active text for smart alarms, formatting
Don't pull entity name from pairing notification (will be removed from the Rust server too)
Fix janky notification toggler when editing alarms
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Adjust initial condition of engine parts. Now 25-75% per spec.
Correctly refresh engine performance when internal items break
Dead pine trees / Arctic variants
Match engine item tier to workbench level
Changed internal items damage calculation. Spread the damage over every item, but randomly distribute the amount that each one gets. Much better for handling large amounts of damage in one hit (e.g. rockets).
Give higher tier engine parts a higher max condition
Adjust engine internal item damage calculation
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[D11][#3579] Using the global_ViewProjMatrix in compute shader for the bounds Tests.
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[D11] fixed Headshot icon
[D11] Increasing texturearray size based on FP feedback.
[D11] [UI] Fixed harbor display name not being correct for certain languages.
[D11] New Scrap Stat icons
[D11][UI] Added non platform player icon
Use t:Model instead of t:Mesh