248,594 Commits over 3,928 Days - 2.64cph!
Re applying change from main - power substations radiation disabled
Re-applying changes to procmap from main - tunnels scripts
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Throw a decent exception if gamemode is null when trying to insert a player
Fix potential error when reporting compile errors
quad stage setup
quad uses redux includes
Merge branch 'master' of SpaceUsurperUnity
quad fixes
Transform entity view offset by entity rotation (probably should make this optional)
Give SandboxPlayer a way to override controller, camera and animator for vehicles
Thirdperson camera targets player world pos, not local
Enable gloss and AO on modular vehicle material
More work on car entity
Fixed slot machines on staging taking 10 scrap instead of 2 (store spin cost on settings asset instead)
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Change boat push check to an actual velocity check instead of a rigidbody sleep check
Adding prerequisite folder
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Set train icon properly + S2P
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Workcart interior dashboard indicators & damage effects.
Workcart decals are alpha clipped instead of blended, because of artifacts when you shine dynamic lights at them in certain ways.
Make sure Time is updated properly for the ticks
Merge branch 'master' of sbox
Fixed some missing ECS aliases
elevator cage door sounds
min/max graze angle, per-update auto rotation speed, alias refactor
Ignore status effect bullets in ECS codegen
Rect ShapeType support in ECS codegen
Added BulletSpawnParameters.ForceLegacyBullet
Fixed bad codegen when attempting to use param passthrough
Some more ECS aliases, cleaned up referencing components a bit
Some per-update components, move mode support
Another attempt at setting bone transforms in localspace
Bugfix - triangle frame inserts were not socketed perfectly center of the triangle, leading to small gaps
can bake/generate all redux stages
Merge branch 'master' of SpaceUsurperUnity
Added Problems panel which currently displays Lua Errors with quick way to disable/uninstall/report the problematic addon
remove debug.log regarding cover points
merge from main/pookie_deploy
reworked alpha channel of powerlines impostors to cope better with mipping
Fixed ErrorNoHalt not setting menu state when it was called in the menu state
Removing extra neon lights in bottom stairwell prefab that may make double neon lights possible in that place under certain conditions
Repainted splats on entrance to ditch all grass - building rotation makes accurate painting impossible for now :P
Fixed "Train entrance not connected to stair shaft" edge case (regression from 59160)
fixed workcart alt skin not applying to LODs
PFX Scene backup (Workcart effects + interior dash stuff) & related files
Throw a nicer exception if default surface not found
Untangle filesystem
Fix favorite and history server tabs never including empty servers instead of always including them
Fix for grainy shadows in overpass_double_str_b
Added a few signs to overpass_double_str_b module
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Added rubble decals to tunnel prefabs to reduce texture repetition
bugfix for Top of Pylon LODing issue ticket + powerlines LOD2 UV bleed
bugfix for armoured door has double handles
Set the train icon on the entrance prefab again
bugfix for Pallet of boxes LODing issue ticket