108,629 Commits over 3,867 Days - 1.17cph!
PlayerCopy tool now works if a PlayerModel is selected rather than the player itself
Will now select the newly created model after copying
Fixed maincannonshell appearing untranslated on death screen when dying from bradley
Fixed binoculars overlay covering chat
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Fixed extra GetType() causing IsComponentNotOfType check on LodStripper to fail
Fixed shields not getting OnHolster callbacks
spawn.shielddummy command can now be passed true to make the dummy holster the shield
Placeholder shield idle to fix foot IK
Fixed gibs spawning parented to the player
Fixed duplicate GUID error on client connection in editor.
Improved train uncoupling behaviour
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Fixed inaccurate comments, etc
Merge from elevator_parenting
When trying to upgrade a blocked building block, close the pie menu and pop a toast with the reason
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Vertex stream unfuckery on the new explosions and streaks.
Texture tweak on engine exhaust
Added close-up engine exhaust FX
Sidegun tweaks.
Component destruction fixes for new explosions.
Disabled pie menu options can now run an action when clicked
Merge from elevator_collider_rework
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Client-side "Can't deploy on door!" check so the deploy guide doesn't turn blue on doors
Minor toast error fixes
"Skin not owned" error when trying to skin a block with a skin you don't own
Should not happen in normal situations but I was tired of being confused by this in the editor
Resolve import warnings on vanilla TC gibs
Mark gibs as R/W and convert vanilla TC gibs to use primitives
SB TC now uses the deploy/destroy sounds of the retro TC
Replaced "Too close from another building" error message for "Too close to X"
Briefly highlight the block in question when showing the error message
https://files.facepunch.com/Flavien/WvU4h1yNwGLGDinf.mp4
twitch drops turntables setup
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added underwater mask to crittermovementshader
Sends raknet stats per connection (including throttling) to runtime profiling every 1 second
- iterates through 30 connections per frame but waits for up to 1 second to start looping again
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Fixed the screen turning black after respawning before the end of the death screen fade
Update: Avoiding multiple GameObject instatiation in CompanionServerTests
There's now one testDummy that can be used as a component storage. This allows to have proper "alive" components. This revealed a couple issues (late database cleanup leading to locks, not fully configured clan participation) which I've fixed.
Tests: reran all tests multiple times - all green
Probably fix random TrySpawn exception
Add masking to EnvironmentFishCritter shader (untested at all)
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Update: Added Subscription-related tests to CompanionServerTests
2 more down, 2 to go.
Tests: ran all tests multiple times - all green
Updated stag ragdoll character joint limits
Add command to draw navmesh in game
Update: Adding EntityInfo related tests to CompanionServerTests.cs
2 down, 4 to go.
Tests: ran all unit tests multiple times - all green
missing Intersects2D function