252,616 Commits over 3,990 Days - 2.64cph!
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
Boot out player interaction if they're using the lift when it loses power
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Remove obsolete method, exit Modular Car inventory loadout, edit test map
Merge from Main -> Vehicles
Show some helpful messages when a notification fails to send
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Added GetPositiveGeneCount and GetNegativeGeneCount to GrowableGenes.
Basic initial "market" value calculation based on plant type base value and the type/number of gene modifiers it has.
Loosen up the map panning, tighten the overpanning clamping
Fix some ServerHeader image weirdness
Fix jumpToPlayer warning when switching servers
Intro stage co-op support
Tentacle stage co-op support
Claw stage co-op support
Using conditionally whitelisted members for some legacy singleplayer stuff
Whitelisted methods can now be conditional
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
Fixed timeattack progress
Unpause vignette now supports multiple players
Fixed enemy attacks sometimes targeting dead players
[D11][#3169] Show popup when failing to connect to Rustworks.
Disabled some debug drawing
Fixed keyboard / mouse input in co-op
[D11][#2997] Do not mark the player as hostile for setting fire to their own corpse. Check we are not hostile when trying to respawn at outpost
[D11] Upgraded construction distance while snapping
Added a temperature based water requirement multiplier to properties.
Water requirement calculation now uses it.
WIP refactoring some related stuff.
[D11][Art][#3193] Holographic Sight glass material
[D11][Animation][#2470] Player model light sources activating when triggered
misc
player/status collide callbacks, Convert rework
fix AddBullet while iterating error
more convert
flagged cantBeIgnored bullets
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Add lerpAngle to lerp rotation of cargoship and CH47 markers
Proper lerp (and it's reusable)
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Exposed detail mask tiling/offset in HDRP/Custom/Lit Blend Layer shaders
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[D11] Optimised Flame turret fire particles.
[D11] Optimised Flamethrower fire particles.
cherry-pick subrect case insensitivity
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[D11] Rotation fix for Range Halls at Launch Site
[D11] + Overhauled the wooden cabins in the bandit camp
[D11] Extra Terrain Materials