192,510 Commits over 4,049 Days - 1.98cph!
[D11][UI] Crafting screen sort categories changes
Corp list sorting and refreshing...
Fixed potential issues with deed getting transferred to a dissolved corp
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[D11] another fix for prefab unloading
[D11] [UI] stopped input while the controller screen is open in game
Ignore "kinematic bodies with CCD enabled are not supported! CCD will be ignored." bullshit error because a million things are temporarily setting rigidbodies to kinematic on the server
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Only spawn PerformanceUI on the client
[D11] [Tutorial] Removed trees to see hill better adjusted lighting in cave.
[D11] Profanity check platform API support.
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Merge in pedestrian pathing changes (no more entering buildings), better resetting solution for damaged + abandoned vehicles, and a fix for the 1HP health bar bug.
Increase building nav walk cost
Experimental fix works. Added a comment.
Experimental fix for NPCs still opening doors when they're going around a corner and their next point passes through the door's plane, but they don't actually want to enter the building
Tell pedestrians to only walk on footpaths to get to their destination
Fixed issues with unit ownership being unassaigned
Move car wreckage into resources since it's poolable
There aren't any IBootstrap objects anymore, which was causing Bootstrap to complain about missing scripts. Removing the code.
Let NPCs open doors again.
A couple more gc allocs removed
Remove gc allocs in PerformanceUI
Merge the latest from Main into my branch
Fixed the 1HP health bar bug (reported by several people).
Scientist Corpse error fix
Changed how damaged vehicles are cleared and reset. This method is simpler, and catches vehicles that get damaged but not activated (e.g. by being shot at while parked).
Fixed shader-related cliff flickering
Fixed NRE on corp merge, stopping deed from showing on all clients, possible fix for request / deny UI logic fuckup
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[D11] [Tutorial] Update to tutorial map added Rust decal prefab and material
[D11] Fix for missing define, and some translation strings added/fixed
[D11] UnloadAsset was removing the asset from the wrong dictionary which meant it wasn't possible to reload it, and probably didn't actually save any memory!