132,995 Commits over 4,293 Days - 1.29cph!
[D11] More Z fighting materials fixed
[D11] Don't call CanLookAtEntity every frame
[D11] Translate Kick messages
[D11] Prevent server code running on client
[D11] Don't disable/enable poolable behaviours/components when destroying
Tentative fix for lift not deploying in builds
Moved car lift to electrical category
Fix "Calling kill - but already IsDestroyed!?" warnings on seats when vehicles are destroyed.
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Using IOStateChanged instead of UpdateFromInput
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.
[D11][#3169] Show popup when failing to connect to Rustworks.
[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
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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.
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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