126,647 Commits over 4,109 Days - 1.28cph!
Converted the 10 trillion different footstep/jump/land for each splat & shoe type so they use nested prefab effects. Makes them managable to edit.
Added a callback to OnItemAddedRemoved in VehicleModuleStorage and update lock state in that as well as the fixed update
Fixes modules getting stuck in locked state if removed from vehicle too quickly after removing parts
Update protobuf codegen - Dispose will now throw if ShouldPool is set to false
Remove an evil ShouldPool
Add sanity checking assertions to MruDictionary
Fix a bunch of serverside pooling misses
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[D11] Latest voice chat fixes
[D11] Latest voice chat fixes
[D11] Latest voice chat fixes
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Added a max 10 second timeout for horns
Fixed horns not stopping if the player dismounts while honking
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Only render instanced geometry for main camera (fixes slowdown when returning from inventory screen)
Final batch of ground effects
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[D11] Latest voice chat fixes
[D11] Latest voice chat fixes
[D11][UI][#4240] Fixed chat and server Messages not appearing in ingame menus
[D11][UI][#4018] Fix for been unable to exit the map and map failing to load sleeping bags icons.
Fixed T1 carburtor not spawning
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Recipes can now optionally require that the blueprint of the produced item is known before mixing will start.
[D11] Added server side check for max players, that takes joining players into account when a new client connects
Mixing table crafting costs.
More ui tweaks and item changes
fix for inventory slowdown
Making some small improvements to how ObjectMotionVectorFix works.
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[Audio] Set up correct default loading in background settings and compression settings. Set up XMA on Xbox One. Just needs PS4 setting up.
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Can now drag engine parts on to the engine sprite to automatically insert it into the correct spot (same logic as right clicking an inventory icon)
Disable lerping when a child entity is attached to any bone (not just for the "closest bone" feature)
Removed ancient NetworkPositionTick hack for child entities that should no longer be required