247,218 Commits over 3,928 Days - 2.62cph!
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Added some more console responses when using the inventory loadout commands
Added inventory.listloadouts to list all saved loadouts
Loadouts will now save the contents of an item, so weapon attachments will now be saved/loaded
Remove F10 screenshot option again as the image FX don't upscale, defeating the point. ☹️
F10 now takes a large screenshot with FX (AA, DOF, sharpening) still on, much like F4 does.
Also fixed a bug in F9 screenshots, they now disable AA as they're supposed to.
Gibs can now inherit velocity. Car module gibs now DO inherit velocity.
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Merge from Main -> Vehicles
Merge vehicle decay changes -> Main.
Fix decay tick time scaling
Don't damage engine internal items when damage is of the decay type. Removes the need for the player trick of removing engine internals from stationary cars to stop them decaying.
Don't decay modular cars at all if they're on a powered vehicle lift.
Codegen + mainfest + protobuf id changes
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New WaterInflatable protection config for boogie board and inner tube, makes them much more vulnerable to bullet and slash damage and fixes them being invulnerable to thrown weapons
Also fixed paddling pool not taking damage from thrown weapons
Make the other Health hurt methods non-virtual, since none are currently overridden and they all call into the main one.
Pressing the up arrow key while typing a demo name in the demo recorder UI will now fill in the last recorded demo name (for easily naming takes like 001, 002, etc)
Made a client version of the out of water check since the buoyancy check will only work on the server in builds
Inherit 50% of player velocity when placing boogie board
Merge hackable crate mass increase -> Main
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Added a way to toggle performance UI on switch
!switch
Added a way to toggle performance UI on switch
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boosts icon and text changes
Fixed some exceptions when force loading only from asset bundles
Fixed walking on player heads not working correctly if SetNoCollideWithTeammates() is set to true and the 2 players are in different teams in teamID range 1-4
Avoid console errors when using PrintMessage with weird input
Properly maintain Entity.All on ListenServer
Fixed Build isn't needed errors when disconnect and remap
Demo playback works
Fixed jumping animations playing on players when landing in multiplayer (Fixed extra GM:DoAnimationEvent calls with PLAYERANIMEVENT_JUMP)
large wooden walkways scene backup
chunk explosion vibrates at correct position
SFX updates
Merge branch 'master' of SpaceUsurperUnity
Storm speech sfx wav file
Merge branch 'master' of SpaceUsurperUnity
sfx tweaks
fuse sfx tweaks
unit.OnChunkExplode, removing some unused sfx
removed more unused sfx
more unused sfx removed
reduced quad/diamond spritesheets in size
removed some large unused textures
removed more textures
Merge remote-tracking branch 'origin/master'
Added --disable-native-input command line option !redux
Merge branch 'master' of SpaceUsurperUnity
replaced missing texture, removed other stuff
removed unused music files
removed more stuff, mech curse sfx tweak
fuse sfx tweaks
onion replacing some overused sfx
Preparing for merge
Preparing for merge
Merge remote-tracking branch 'local1/temp1' into asset-bundles
Fixed some exceptions after merge
Merge from monument_hierarchy_flatten
Unflattening hierarchies of spawned monument prefabs
fishing_village_a monument files/folders prep work
Added an option to only allow valid items to be added to mixing table inventory (disabled)
Update LinePreserve.cs
Fixed IsLocalPlayer always returning false
ConsoleSystem.Caller defaults to LocalPlayer if listen server
Removed composter collider from mixing table
Fixed preventbuilding volume on the incorrect layer
removed unused music files
removed more stuff, mech curse sfx tweak
fuse sfx tweaks
onion replacing some overused sfx
Mixing table bounds and volumes tweaks so it can be placed inside a 1x1