198,617 Commits over 4,140 Days - 2.00cph!
Tweaked BuoyancyFixedUpdate for perf (up to 2.5x faster); needs testing
Another fix for the spawn logic
Fix for missing objects (oops!)
Added a button on the main menu with a link to the Discord
updated minicopter collision mesh
[D11] merge
31600,
31627 from main. Basically tries to time garbage collection to happen when it's less noticeable. If we get the incremental GC support then GC.cs would be a good place to control it from.
Updated D11WorldSpawn to spawn objects in the correct place in the hierarchy which is important for things like CullingVolume to work properly. Also improved SceneToPrefab to convert more objects and report failure reasons when it can't.
touched more pickup prefabs
Working on a wrench for repairing doors (and maybe vehicles)
new RF items availability and cost changes
compile fix
Do not play default locked sounds for touch doors
Restored HL1 fix for when the locked sound is an ID rather than a soundscript
[D11][TUTORIAL] Added local server check for buoyancy update
RF broadcaster bugfix
can not mount ladders from minihelicopter
updated minihelicopter seats
[D11][TUTORIAL] Fix for issue #701, storing item in tool cupboard not triggering objective completion
Merging in batched characters
updated mini-copter sitting pose
added co-pilot pose and added posetype in animator
Created batches for pedestrians
added modularbuildingsystem with first pass on prefabs. clipping needs tidying up, need to add stairs and collision.
[D11][TUTORIAL] Fix for issue #736, player colliding with vehicle after mounting
[D11][TUTORIAL] Tweaked timings for objective 10
[D11][Audio] Ongoing Reverb integration work and testing
[D11] Update show more options prompt from showing PC commands, and to only appear when necessary
[D11][TUTORIAL] Implemented objective 10
It's all working, just need to export...
[D11][UI] added the large player preview in the inventory screen
added icons for stick horizontal and vertical into the sprite sheets