252,475 Commits over 3,990 Days - 2.64cph!
Better slow-speed exit handbrake system
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Updated some item descriptions
Fixed wrong source item hookup on sprinkler
Strip out "demos/" from filename display
Stopped teleport2owneditem command printing to log and used replywith instead
Fixed OutOfBounds exception when running this command and the player has no owned items
Fix VehicleEditingItemIcon refresh
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stage stores a list of players
both players show up
unit core looks at closest player
active device
players assigned different PlayerActions
dont listen for mouse input with >1 player for now
Merge branch 'master' into multiplayer
bullets can collide with any player
RepelPlayer can repel all or certain players
lasers handle multiple players
Update .gitignore
Merge branch 'master' into multiplayer
Update timeattack.json
Started dealing with fallout from removing singular "Player" property
Fixed all non-json references to a single player
Started work on fixing json single player references
Added Stage.ForEachPlayer() whitelisted method
Added Stage.AveragePlayerPos
Fixed playerAware func params include
Octopus stage multiplayer compatibility
Kraken runs with two players!
Merge branch 'master' into multiplayer
Testing being able to control with keyboard + one controller
Stages can now specify supported player counts
Legacy support for old single-player stages
Fixed Bullet.IsTouchingPlayer() missing method exception
Update AotHint.cs
Disabled some debug drawing
Fixed keyboard / mouse input in co-op
Fixed timeattack progress
Unpause vignette now supports multiple players
Fixed enemy attacks sometimes targeting dead players
Fixed vignette NRE on game over
Mech stage co-op support
Fuse stage co-op support
Trench stage co-op support
Onion stage co-op support
Hunter stage co-op support
Intro stage co-op support
Tentacle stage co-op support
Claw stage co-op support
Using conditionally whitelisted members for some legacy singleplayer stuff
DefineParameterAttribute now supported on properties
Callbacks like onHitPlayer now know about the correct player
Fixed all usages of Bullet.IsTouchingPlayer() in base campaigns
Bullet.HitPlayer() / Bullet.DamagePlayer() legacy support
Fixed CallMethod not caring about parameters being non-optional
Merge branch 'master' into multiplayer
Merge branch 'master' into multiplayer
Frame stage co-op support
Laser stage co-op support
Storm stage co-op support
Invasion stage co-op support
Basic co-op camera
Fixed camera overhang
Fixed co-op camera scaling
Fixed the wrong player taking damage in co-op
Replays now support co-op!
Got rid of maybe redundant camera code?
Fixed replay testing in editor
Fixed some replay diagnostic warnings
Make sure FacingSpeedMultiplier is reset
Fixed Vibrate method binding
RepelPlayer now takes a Player instance
Fixed typo in CheckStatusLevel causing divergences
Added StyledRect shader
Added StyledRect UI component
Started replacing UI images with StyledRects
Fixed weird camera behaviour at non-FullHD
More UI tweaking
Merge remote-tracking branch 'origin/master' into multiplayer
Merge branch 'master' into multiplayer
Added RectStyle ScriptableAsset
RectStyle previews
Fixed live style editing
Added animated co-op main menu UI
Fixed build error
Coop player can now join / leave
Fixed back button in workshop management menu
Fixed another build error
Fixed regression when watching co-op replays
Gradients can have more than 2 colors
Started work on new loading UI
Fixed a regression with gradients
New loading screen background, text alignment
Slightly smoother song sample sprecaching
Fixed loading screen text alignment
Fixed new exceptions on Switch
Basic support for co-op leaderboards
Merge branch 'multiplayer'
Fixed a crash issue with prop_combine_ball when its missing its physics object
Fixed new exceptions on Switch
Basic support for co-op leaderboards
Fixed HSVToColor and HSLToColor freezeing the game with large Hue values
Fixed Dedicated servers not being able to read unlisted collections
[D11] Whoops forgot the actual spritesheet and font tweaks
[D11] UI art pass on Option menu, initial version of new menu spritesheet
[D11] + Adjusted the size of the bandit_town safe zone
[D11] Changed compression mode on icons.
[D11] Rocket Mesh Optimized
[D11] + Added a LOD system to the wooden_walkway_pillar_lights
[D11][Gameplay][#3693] Exterior walls and gates are at the correct distance from the player
Added an option to remove a dying plant from a planterbox and receive plant mulch, which can be composted for a small amount of fertilizer.
[D11] Z fighting Fixes + Lowering Polycount on assets
Growables ignore condition qualities when dying and always advance to the next stage at full speed.
Added TerrainMeta.RandomPointOffshore
Fixed cargo ship sometimes spawning out of world bounds and immediately killing its scientists
Switched callbacks to dispatch system
Do Callbacks
RequestEncryptedAppTicketAsync will return null on subsequent calls if they're too often
Slightly smoother song sample sprecaching
Fixed loading screen text alignment
structs can have embedded enums
No need for const removal
Extract WriteEnum
convert _t values
flat_name becomes methodname_flat
Update steam_api.json
Overloaded functions no longer named differently
plain uint arrays
SteamDatagramHostedAddress is generated
Generated
RequestUGCDetails fix
Fill doesn't exist
Shorten SteamNetworkingConfigValue, SteamNetworkingConfigDataType
Make PingLocation public
Trim _ from enum values
Make ConnectionState public
Remove old ConnectionState
Force pOutMessageNumber to be a ref
SteamNetworkingConfigScope -> NetConfigScope
SteamNetworkingConfigValue_t => NetKeyValue
Restore networking interfaces
SteamIPAddress takeover
New accessor system
Use method.desc
Set calling conventions
Remove GLobalFunctions.cs
Fixup tests to work on 32bit
CallbackResult - stall for now
Custom enums
New dispatch system
Removed unused
Fixed GetFileDetails test
Disabled read/write on some FoliageGrid meshes. Enabled mesh compression.
Merge from foliagegrid_benchmark
Enabled demo. Tweak to moving benchmark.
Default world size is now 4250 (from 4000) to give monuments slightly more space to spawn in with the new ring road
Monuments HDRP upgrade (sewer branch, trainyard, water treatment plant, swamps, water wells)
Fixed growables attempting to die twice when picked.
[D11] + Fix to vending machine turning black close up
missed some of the baked hair assets from the last check in
Experiments with AnimatorUtility.OptimizeTransformHierarchy
Plant material colour scale is now based on health, not water.
Fixed a typo making horses poo every 10 minutes
Reapplied
46942 terrain map resolution clamping to prepare for 2019.3
Removed ring road from maps smaller than 4k since it takes away too much space
Roadside monuments can spawn next to both main roads and side roads
Place roadside monuments after all other monuments
[D11] Updated road material working on PS4