240,000 Commits over 3,837 Days - 2.61cph!
Hide all chassis items as well
Hide the generic base prefabs for chassis and for modules
Switched cars from Discrete collision detection to Continuous. Fixes collision issues with all small/thin objects at some performance cost.
Revert "Fix the map getting stuck in a crazy state when viewing small maps on large tablets"
This reverts commit cc52c2ad9d2b4d7f9d43ce7315fa58b543c47d48.
Fix map updating when it hasn't been setup yet
Changed all nine road signs from mesh colliders to primitive colliders, which handle collisions at speed somewhat better
Don't show engine component stat if that component doesn't affect a stat
Replace yes/no test with just a standard + label
Remove unused RealmedRemove entry on CarLift
Replace animation curve with a remap
Have the damage texture only increase to a max of 70% when vehicle is usable, making it easier to differentiate from a wreck
Fixed incorrect power consumption display on water pump and powered water purifier in builds
WIP entities package import
Replaced the prevent building trigger on the car lift with a box volume sized to prevent building on top of it
Fixed several issues that were making total decay time incorrect. Made decay much faster (five minutes total) when vehicle is already in destroyed state.
Acceleration/top speed edits again
Fix the map getting stuck in a crazy state when viewing small maps on large tablets
Revert back to original fix for item stacking problem
Fix TriggerHurtNotChild also running on the client on listen server, causing players to incorrectly get damaged
smart alarm and smart switch sounds
Tweak best acceleration curve
modular-car-scrape-loop audio file + sound def (physics scrape)
brake squeal volume tweak
only play tire screeches if throttle is on
modular-car-switch-seat audio files + sound def
Crafting time balance for engine components
Disabled minicopter spawns
Added car lift to compound sell orders
Disable preloading for iOS cause the required events don't fire
Car lift no longer default BP
Car lift crafting cost balance (likely to change)
T3 engine components not craftable + researchable
Big refactor, mostly making floors / ceilings separate entities
Split off floor / ceiling moving to a new tool
DSP_ClearState now also clears dsp_room and room_type convars, hopefully fixing DSP presets (reverb and stuff) not resetting between map changes
Tweaked visibility of powerup level text on pause screen
Merge remote-tracking branch 'origin/master'
Fixed condition for global bundle asset load fallback
Fixed song AudioClips not being precached for the main menu
Create ping categories to reduce impact of miniscule ping differences (#1671)
* Create ping categories
0~60 -> 40, 60~100-> 50, ~100-150 -> 100, ~150-200 -> 150, etc.
* Update control.Servers.js
Servers with ping under 60 now have identical ranking impact from ping
[D11] Added "quitdemo" command
[D11][UI] Allow access to skin store and create server screen in beta builds with command line -allowOnline
Added GM:PreDrawViewModels which is called instead of PreDrawViewModel at the times it has no arguments
[D11] Chromatic aberration strength dropped
Added GM:PlayerAmmoChanged hook
[D11][UI] Disabled Inventory player preview animations Change so that FrontendSFX will play not spawn sound effects. And Moved player preview to reduce memory footprint. Cache top right icons
[D11][UI][#4054] Increased size of map tooltips. [#4024] Fixed issues with send feedback popup and popup look
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