249,462 Commits over 3,959 Days - 2.63cph!
menu background video update
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Can whitelist individual overloaded methods
Revert the changes in
53372 - Cars are now cheaper to repair on the lift vs. the hammer again, with hammer going back from 20% to 50% cost (sorry).
fixed cave small easy missing culling volumes
T1 vehicle parts crate now spawns two vehicle components
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Added a budgeted update for growable entity calculations so performance cost should be uniform regardless of server farm density (0.25ms default)
Only update water quality when hit by a sprinkler
Remove gene caching
Previously I'd observed that wheel colliders were occasionally preventing the modular car rigidbody from sleeping, even with a forced sleep call and having motorTorque and brakeTorque set to zero. To counter that, I was simply disabling them entirely when the rigidbody went to sleep. However, that caused a surprising new bug: If you shot a sleeping car with a rocket, it would correctly wake the rigidbody, but the act of the wheels waking up as well would completely cancel the rocket explosion's force [because Unity], meaning the car didn't move.
I've now determined that it was the steering being non-zero that was preventing sleep [because Unity], so I've removed the disable/enable for wheelcolliders and set steerAngle to zero on sleep as well, which lets sleep work correctly, and explosion forces on sleeping cars now work again.
Fix some client server issues when playing in editor
Move damageRenderer serialisation out of #CLIENT define, so it won't get lost when switching to #SERVER
Fixed missing DamageRenderer scripts on some vehicle modules
Fixed modular car repairs with the hammer costing more than repairs on the vehicle lift. Hammer repair cost has been reduced to 20% of the module's original cost (was 50%), which matches the repair bench/vehicle lift standard.
Use a new TimeCachedValue class to only update plant quality values every x seconds with a generic system
UnitFormData pixels array is now appended when overriding
UnitFormData pixels array is now appended when overriding
Lighthouses, junkyard & related mats & prefabs.
Attempting to support #include in FsmData
Example of overriding an FSM state
removed debug
easy crusade, stage onStart callback
bullet velocity multiplier
pattern bullet lifetime multiplier
difficulty stage property
more pattern params to modify their bullets
difficulty utils
intro slowspokes difficulty
build again
build fix?
Merge branch 'master' into asset-bundles
Got rid of playerAware.json
Attempting to support #include in FsmData
Example of overriding an FSM state
pattern total time estimate
stage patternDebugText property
pathEnd helper function
egg implode missed sfx tweak
use pixel chunk explode sfx
AccessControl handle generics better
Fixed BSP brush models after 999 not working on maps
Rendering out of bounds texture frames no longer crashes the game
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Added Player.OwnerSteamID64(), serverside only, returns the SteamID of family sharing owner of the game license (or just the player's SteamID if not using FS), will be 0 before player is fully authed
Created SetChildComponentsEnabled<T> and moved all calls to that instead.
Fixed console not resizable when windowed
Console app text not selectable by default
AccessControl - log types, methods
Automatically allow other addons
Base access rules
Try to log file and line of unauthorized accesses
Generated logger uses addon name instead of assembly name
Merge from building_blocks_2020
Get rid of the "Couldn't find surface in GetColorForSurface()" message
Forgot to free pooled list
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Added an extension method to enable / disable all child TMP_Text components. Implemented it on various screens.
Updated blue berry desc token so it longer shares black
Added mixing table to food vendor at bandit camp
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