248,806 Commits over 3,959 Days - 2.62cph!
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Disable WorkCart monitor canvas when >10M away
Add collision damage FX for WorkCart
Adjust top speed/acceleration/drag/throttle settings
Adjust WorkCart acceleration and top speed
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Increase force-to-derail threshold
prevent collection-modified error when spawning unit by path
Merge branch 'master' of SpaceUsurperUnity
hard tentacle balance
hid some loading tips from switch
adjust !switch camera
Don't show mount interaction on the client if train is dead
Improve static collision handling (+static collision bugfix)
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Fix annoying assert in conical joint swing limit
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Avoid using vector2 binds for now
Add UIRender.DrawSetColor
Changed shoot / activate default bindings for Switch
Changed default deadzones on Switch
Changed shoot-when-aiming behaviour, only shoot if near upper deadzone
High External Gate now Workbench level 2 - inline with External wall
Updated T2 & T3 Tech Tree
Added "isSwitch" loading tip condition
Fixed co-op in editor while targeting Switch
Updated Facepunch.ExpressionStrings
Match cached scriptfuncs by alias definitions too
Added optional default to ParameterCollection.Get
Cached script funcs now need to match alias definitions
Snowballgun fx files & pfx scene backup
"Fixed" mouse wheel events not being picked up by PlayerButtonDown/Up
Fixed prop_* entities resetting their render mode when they have fading enabled (now resets to transcolor only if set to normal render mode)
Metal Embrasures T2
Glass Window T2
Garage door T2
RF Detonator T2
Rand Switch T2
Memory Cell T2
Laser Detector T2
Storage Monitor T2
Smart Switch T2
Smart Alarm T2
Tesla coil T2
Advanced Horse Shoes T2
Roadsign Horse armor T2
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env_sprite_clientside now can be animated
More anti lag safe guards for ArmDupe net message
net.WriteData doesn't complain about size = 0, just sends nothing
net.ReadData errorNoHalts about invalid length (<0, or above 64k)
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Fixed crashing issue when trying to pick up an entity without a physics object, or when the physics object of currently carried object somehow becomes invalid (+use pickup)
Expose Entity.MoveType
Set setting Pos on entity, move its physics too
Added Entity.StartTouch, Touch, EndTouch callbacks
Added PhysicsBody.Pos
Beachball prop fixes so it works like a prop
Touch tests
Added "mergedTargetViewArea" to StageData
Disable on-screen profiler info
Added PROFILE_PLAYER_LOOP option
Disable QUIT menu option on Switch
Added "isDocked" alias
Applied bone setup crash fixes to Hammer too
Changed "Model Warning: [%s] might be invalid! " warning to a more descriptive "Warning! '%s' animation requested bone %i, but model only has %i!"
Fixed a crash when clearing the console while it is being excessively spammed
Bind collisionprop.EnableInteractsAs stuff I don't fully understand yet
Added Player.UpdatePhysicsHull - This is temporary, I think we should update the hull when switching PlayerController.
Final terrain bits around new east route
Delete build debris
Update build order to build managed and run InteropGen first
Ignore build debris
Show (Dynamic) Recompile Shader button in tools if the used material has shader sources, including from addons
Add recompile active shader function to tools, add shader compile icon
Added new AmmoBelow event, protobuf & UI.
Added GetAmmoFraction() to IAIAttack and implementations.
scientist IAAttack initial implementation
confuse removed on player hit
fuse switch camera adjustments
removed some debug stuff
recolor hard tentacle bg
nightmare curses are homing
hard tentacle curse
changed hard tentacle pixels
hard tentacle avoid pattern
hard tentacle sniper pattern
hard tentacle crawler/diamondShot
unitBehaviourDelay alias