239,730 Commits over 3,837 Days - 2.60cph!
Allow repair method to ignore blueprint knowledge. Fixes vehicle lift module repair not working.
modular vehicle false start, horn, and hurt trigger impact audio files
fix missing vehicle repair sounds
Publish master to the staging release channel
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Adjust the text display on the separate liquid (water catcher) UI to give it more space as well.
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Disabled shimmer effect in pfx_car_destroyed per Petur request. Fixes shimmer acting like a mask on other particles.
[D11] XBox voice chat fixes
[D11] XBox voice chat fixes
Keep performance chart axis the same !redux
Experimenting with minimising ParticleSystem.Emit() calls
merge from maincamera_sqrdist
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Added failing test related to whitelist propagation
Keep inner exception stack trace when parsing
Fixed whitelist propagation through interfaces
Optimised removing recently disconnected pixels from list
Updated Facepunch.ExpressionStrings
Splat effects progress.
Ground effects moved to Low Resolution render pass.
Fixed Motion Blur and Overlay Post Processing effects not working well with poster command
Added optional argument to render.DrawScreenQuad() which defaults to false - Apply poster corrections, used for the fix above
Fixed Toy Town post processing effect having 1px tall gap at the bottom of the screen with certain settings
[D11] Removed saved settings for DoF and removed dupe button from Options menu
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Reworked client console deduplication to hopefully be more reliable and less over-engineered
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Merge from fov_viewmodel_scale
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Added ModelConditionTest_SpiralStairsTriangle to show the landing on the triangle spiral stairs (TODO: Remove the landing when a floor is placed next to the triangle stairs)
DeployVolume checks ignore colliders on game objects that are tagged with DeployVolumeIgnore