253,350 Commits over 3,990 Days - 2.65cph!
Fixed switch builds
Fixed standalone development build error
[D11] Resized workshop skin and item textures
[D11] SLOD Texture Gamma Adjustment
Arid cliffs prefabs, material tweaks
Nex leaderboard implementation
[D11] Few more texture size tweaks
Scene backup
Bunker profile tweak
Fixed ragdoll prefab references
Tweaks to rock_08 albedo
Backup wip arid cliffs/formations art files
Adding Snow and updated BG
improved cabin module visual based on placement condition
some folder cleanup
Fixed fern meshes
Added ferns to decor_v3
Header/Footer for 12 days
More Styling
Responsive changes
[D11] Textures tweaks in Effects folder + Scale fix on Toolbox asset
Better wind settings for tundra and temperate
Made tundra darker and more saturated/yellow
[D11] Icons sizes overrides turned off for ps4 and xbox
[D11] Workshop Icon sizes tweaked
Cleaner approach for fetching usernames
Filled out Result enum
Fixed Application.persistentDataPath being accessed on a worker thread
Fixed pause menu leaderboards
[D11] Resized Structures and Misc folder textures
[D11] Effect Texture Resizing
[D11] Texture size tweaks in Props folder
Fixed NRE in BaseMountable.NearMountPoint
Fixed "Coroutine couldn't be started" console error
New admin commands:
global.sleepingusers prints out all sleeping users on a server
global.sleepingusersinrange prints out all sleeping users in the given range to the player, sorted by distance
inventory.equipslot equips an inventory slot on the player being looked at (0 indexed, so 0 matches up with the 1 key)
Give the small engine a little more power
Preset config UI edit to handle multi-selection
Defined 16 preset vehicles
Vehicle physics testing edits
New ScriptableObject and custom editor allows predefining a modular car (chassis + modules)
Tweaked MIDI bindings on drum kit
Updated Facepunch.Steamworks
Steam re-implementation mostly working!
Added a new Reliable Event Sender that can be setup on an animator state
Can use this to send an animation event even if the animator is culled and events aren't being fired.
This might fix some deploy animation problems on guitars
Revert random modular spawn changes. Truly random vehicles, even if enforced as containing the right modules to be driveable, are often a poor configuration anyway. Keep random spawn as truly random instead, and we'll use a manually curated list for map spawns.
Scientist corpses now read Scientist in Loot Panel
Launch site iteration & cullgroup WIP
The rest of the audio settings
Picking out the UnwrapBaker tool to finish and fix issues.