240,145 Commits over 3,837 Days - 2.61cph!
Support adding multiple mock servers
Authenticating screen spinner styling
Back button should be grey to match other header buttons
invasion revenge bullet thrusters dont check bounds
laser form1 new pixels first pass
Merge branch 'master' of SpaceUsurperUnity
laser new form2 pixels first pass
Smaller font size on player marker
Make settings button consistent with server switcher
Removed header title for Hub
Removed useless headers from Devices and News tabs
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Increase voice chat samplerate to 44100hz (Doesn't break compatibility if using Steam voice, which GMod does by default)
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Add "Steam Voice Options" to Voice option menu
Fixed button prompts in loading hints being too smol
Nicer campaign title formatting for parentheses
Started playing with a !demo build
[D11] [UI] Temporarily disabled player inspect screen. Added support for stat name translations in player inspect screen.
Server Switcher Overlay
renaming
[D11][Gameplay][#3920] Player auto-sprint input small fixes
[D11] - T2369 - Texel Inconsistencies - Fix - Upped resolution on appropriate maps
[D11] - T2368 - Some Viewmodels are Low Quality - Fix - Updated Materials from FP branch.
Remade twig/wood/stone tier ramps to conform to new metrics
Fixes related to having mixed controller styles
Each player now has their own saved equipment bindings
Fixed controller player able to rebind keyboard player equipment
Merge remote-tracking branch 'origin/master'
fixed chassis attachment, tweak colliders
fixed engine conditional
[D11][UI][#3941] fixed hierarchy issue in ingame options
Fixing the BuildOptions for the linux64 debug build.
[D11] Removed collider from Underwater Plane in Ocean prefab
Compile fix
ISteamUGC.RequestUGCDetails is deprecated
Make Helper calls threadsafe
Use Helper.TakeMemory instead of TakeBuffer where safe
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Fix direct connections from water source to sprinkler (regression introduced today)
Steering bias adjustments per chassis type. Enabled anti-roll forces and set to to 20%.
Increase water per splash from sprinklers from 20 -> 30
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Subtract bumper collider change
Move Bumper_Back_A_COL to be a child of Engine_Panel_Back_COL so it'll get disabled with the other back parts
Make conditional setting more efficient, only set if things have changed from last time
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Make map jump to your death marker if you're dead
Hide player markers of dead people
Add smart switch and alarm icons, use them as the defaults for those entities
Change collider conditionals to work the same way as SetActive does on standard GameObject conditionals
Doubled autofill amount (it ticks every 2 seconds, so it needs to be x2 the max flow amount displayed in UI)
Fixed another case where pump switches wouldn't disregard gravity
Rework drain calculation for Liquid Containers, the old system drained too much water when using splitters
Fixed splitters draining water