240,039 Commits over 3,837 Days - 2.61cph!
Added another inside socket check to the modular car lift to reduce overhang
Destroy any invalid vehicle on vehicle lift if lift is destroyed
For vehicles that were saved in dead state, destroy immediately on initial load
Various small physics and control changes for generally smoother driving, better control.
Added a vehicle push volume to high external gates (stone and wood) to try and push cars out of the way as they close
Strip the push volume on client
Fixed fluid switch playing sfx when switch was on but not powered
Hopefully fix FindGravitySource EntityRef lookup on clients
fixcars command improvements
Show modular car health (total) in the HUD
new swatches, pagemessage layout and colour fixes
Split the hub content component into separate views for phone and tablet
Added a way to create Switch asset bundles in the editor
Fixed leaderboard related NRE on Switch
Fixed multiplayer gamemode list search only searching the internal "foldername" of the gamemode, not the actual text players see
Tried to improve the gamemode list ordering to jump around less
Disable add button when there's invalid input
Fix "last wiped" row having extra padding at the bottom
Add a confirmation dialog before removing
Added steam error code 6 friendly error string
cherryppick the constraint & dupe changes
Serverlist changes - anon server penalty (dev only for now)
Fix error when removing servers
Fix server list showing nothing as selected after removing the selected server
Remove CCTV view
Icons and header icon colour
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custom error page message
Adding the styling to CCTV interface
Merge branch 'master' of rust_companion_react
swap effect
reverted onion emoji filtering
BulletPattern now implements IPropertyContainer
Merge branch 'master' of SpaceUsurperUnity
swap polish
swap handles when players are dead
hunter dragging vine
better string sprite
dragging status caused by bullet
Merge remote-tracking branch 'origin/master' into asset-bundles
Added AssetBundleHelper.LoadAsync / ResourceHelper.LoadAsync
Made water pump legs longer for deep water
Fixed constraint library producing errors with duplicator
Constraint errors during duplicator pasting process no longer make the partial duplication "un-undo-able"
[D11] Makes ragdolls letss twitchy
[D11] Makes ragdolls letss twitchy
Trying out batching aa DD calls
WIP configuring so we can use package relative paths
Device orientation added to Model
Reapplying Bill B Launch site changes (50021) which got stomped in save192 (monument_bypass) merge
[D11] Disable fps lock during demo playback
Fixed a case where powered water purifier wouldn't purify water when powered after toggling power on/off
More fettling with the occlusion culling so that it doesn't cull objects that are in the shadow frustum. Also unified the constant setup between the instanced and non-instanced occlusion stuff.
DeviceInfo
devicecheck model
Always include the DDraw shader in the build
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[D11][#4036] Flame Turrets LODs oriented correctly.
[D11] Fix for construction guide loading multiple LOD meshes