248,622 Commits over 3,928 Days - 2.64cph!
Code Review: Take the slower but less bug-prone option and check collider info values instead of the object
Defer notification initialization until after resources are loaded (fixes possible race condition causing spurious "unknown server" modals)
Storage monitor device icon
Ensure blocks are the same rotation, some conditional model stuff
Remove now-unused default bounds
TryGetEntityBounds for the gizmo to use
Code Review: Use CheckBounds instead of HasSpaceToSpawn
Missing files apparently.
Weather effect iterations.
Smarter rain volume.
Early snow.
Aurora files.
Prefab and item setup, WIP code
Disable Preload Audio Data on all instrument sounds, so they don't load into memory unless they're played.
Merge from Main -> GeneralBugFixes
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Standardise all instrument notes to uncompressed PCM, exclude from audio import processing
Updated AotHint
Simplified grid / letterbox rendering
Grid and letterbox drawing now uses Renderers
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re add sprite overwrites for addons
remove accidental debug changes
Do not allow spawning SWEPs (Spawnmenu middle click) with no world model so they are just invisible on the ground
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reuse existing translation for hoverball toggle key
Put gib override inspector behind a foldout (tied to an EditorPref so it can be toggled off/on project wide and the setting is remembered)
Added default keybinds to Lamp and Light tools
Added "Toggle" keybind for Hoverball tool
Given Hoverball tool more sensible defaults
Revised Hoverball visuals and placement position
Hoverball now shows its "Strength" value in the tooltip
Dynamite now shows its "Delay" value in the tooltip
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gather powerup
converge powerup
redirect and scatter powerups
sweep and other powerups for ballpit
ballpit tweaks
Make StorageContainer.HasSlot override exist in client builds - fixes deploy guides not appearing for storage monitors
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Remove duplicated lamps from bandit town, replaced with the newer prefab instead
Update icon rendering to handle translucent bits better
Rerender the reinforced glass window icon
fix error when hitting octopus
replace powerup
walls and background
powerup icons and reverse vfx
replace powerup vfx
Merge branch 'asset-bundles' of SpaceUsurperUnity into asset-bundles
Added camera to bandit town
Added lighting prefab to monuments
Fixed fading not being per-camera
Gamemode can specify timer visibility
Gamemode can specify progress bar visibility
Added Stage_Scoring.GameOver(message, victorious, submitScore)