252,287 Commits over 3,990 Days - 2.63cph!
Reset cam bone when switching target entity
Tab sets cam bone to first bone when there's no current cam bone
Split debug camera movement and input so movement still updates while menu is open
Don't allow negative oceanlevel because too many things would break from it
Fix buoyancy component ignoring oceanlevel changes
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redux/intro co-op changes
redux/octopus multiplayer fixes
use stage.PlayerHandler for some Vibrate calls
wrapped AddPhysicsForce calls
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Engine - hide unused slots
Fixed gravity warning displaying when connecting to a fluid switch set to off
Working in unity2019 again
Fixed compiler errors in generated scripts
Font asset updates
Fixed a case where the gravity warning was displaying while connecting electrical components
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Added BLENDFUNC_MIN and BLENDFUNC_MAX enums
Added OnEntityWaterLevelChanged( ent, old, new ) hook
WaterLevel() for non player entities will report WL_Eyes(3) if touching water, rather than WL_Feet(1) when fully submerged
Simplified Network.Write into Network.NetWrite so it doesn't need to be derived
Use steam networking if running with -swnet
Specialized NetworkClient just for playing demos (so we don't have to implement it in every implementation)
Added DepthAwareBackgroundBlur effect
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Fixed possible NRE in PxcEffectTransformRing
Fixed saving read replays
Added test replays of all Invasion stages
[D11] Fix for muzzleflash disable causing null ref when weapon breaks
IN_MODIFY => IN_CLOSE_WRITE for linux auto refresh
IN_MODIFY => IN_CLOSE_WRITE for linux auto refresh
Added steamnetdebug to toggle debug info [0-8]
[D11] [UI] Adjusted monument keys in translation file to match facepunches existing phrases.
[D11] [UI] Fixed harbor translation error, added missing monument translations to translation file.
[D11] Rock Material Size Fix.
[D11] Industrial Building Optimisation.
Added a command to run a single benchmark scene
Added SteamNetworkingUtils.ConnectionTimeout
Added SteamNetworkingUtils.Timeout
Renamed SteamNetworkingUtils.GetConfigInt to SetConfigInt
Fixed dispatch double callbacks when server initialized
Cleaned up SteamClientClass/SteamServerClass
Using shorter NetAddress.From
Renamed var ConnectionInfo from data to info
Added a bunch of functions/properties to NetIdentity
Added a bunch more functions to NetAddress
ConnectionInfo exposes NetAddress, NetIdentity
Added NetAddressTest
Debug output for SocketInterface test
[D11] Force demo playback to load map from streaming assets, fix for reading from streamingassets on ps4
Async projectile raycasts, and use Unity's backface raycast instead of an extra manual cast