240,022 Commits over 3,837 Days - 2.61cph!
[D11] Ignore the worldsetup bundle on the client.
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[D11] - Tweaked company logo placement / Desert colour grading / toned down the chromatic abberation effect
webbed icon
new dash icon
web sfx
backgroundcolor async button
[D11] Remove ratings from BETA manifest
[D11] Master build compile fix
[D11] Serialised -> public
[D11] Fix to bug 4124 - Snow Biome Rocks were not snow capped.
Removed some logs from TriggerVehiclePush and a ToArray that might not be needed
Added impact effect when colliding with AI in a car
TriggerPlayerForce can now push away AI (will only work if navmesh is enabled on the server)
All remaining impact VFX, sans generic & water, pending shader stuff.
Related file sorting & cleanup.
first section of string fades in
whitelisted pixelgroup damage/heal methods
fix patternStartPos set to wrong value
dragging vine boss behaviour
Working towards supporting custom stages loading with asset bundles
Update documentation in readme
Actually consistent padding now
Add disabled swatch so we can differentiate between grey and disabled buttons (as soon as Lewis sets the colors)
Don't allow adding or editing a device with an empty name
Use TouchableOpacity for Android too
Consistent padding on modals
Fix some new page styling
Fixed sprinklers not applying saturation if they were on while a server restarted
Fix hub crash on Android because the "left" prop is reserved or something
Allow selecting the server website text if anyone prefers to do that instead of opening it
Add padding to the modal container so it doesn't touch the top/bottom edges on smaller screens (unless it needs to scroll)
Fixcars command now correctly replaces engine internals on a real server. Had a lingering #if UNITY_EDITOR flag
Fixed foliage lighting in forward mode
Fixed rock shading in forward mode
[D11] Fixing the compilation error in server builds.
Optimized NVG effect (now single pass)
[D11] Procedural water prototype II - two meshes via a mesh render.
fixed NVG working through CCTV Cameras
fixed NVG on sound playing when changing clothing
new scope/goggle overlays
Fixed some procedural textures allocating a material slot every time they are reloaded, for example spawnmenu icons and spawnmenu_reload/map reload and Material() calls with backslashes
Stop objects popping in when you wake up due to occlusion (probably won't fix all the streaming issues)
Hide mat_texture_limit convar
Added current material count to mat_texture_list when expanded
Right/Middle mouse clicking a server will copy its IP / SteamID