249,463 Commits over 3,959 Days - 2.63cph!
apply modifier to finish bonuses
Calculate artificial light and sunlight on the planter instead of the plant
ResourceDispenser rework wip
Sprinkler/Growable server side performance improvements
Cache ISplashables in range instead of a Vis loop every splash
Cache whether a plant can see the sun to avoid a raycast every time we update quality
deleted/moved some old files
Adjusting stuck-in-car damage
- Fixed car collisions with horses not always registering (at high speeds, RemoveInvalidEntities was removing them before they had a chance to tick).
- Increased car vs. NPC damage by 25%.
- Fixed the player-in-car hurt trigger not doing damage if the car wasn't moving.
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Gas station fixes & related files.
Engine internal items now take 50% less damage when inheriting damage to the module itself (i.e. they'll survive twice as long)
Fixed the associated item on the armoured passenger module. Fixes repair not working correctly.
Remaining Compound issues.
Music stage conversion.
Tube light unity change fixes.
Related materials.
Always use default video settings on Switch
Can now toggle bloom in Switch builds for testing
Set UI anti-alias quality to low SMAA on Switch
Removed the addonID from "Addon X is creating errors", as it is a leftover debug thing
+use picking up props no longer bails and spits out a console error with sv_turbophysics set to 1
Gravity Gun can now successfully complete the upgrade process and is no longer a progression stopper on d3_citadel_03
Upgraded Gravity Gun can pick up stuff from further away, has SUPER sounds and can punt NPCs into ragdolls
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Dedicated servers properly go into hibernation once all players have disconnected
Don't show convex roof triangle conditional models if something is attached to the top wall socket of the roof
Added "modifier variables" as a clean way of storing and modifying an external value related to a modifier type
Updated roof bounds to encompass conditional models
Prioritize concave corner conditional models over convex corner conditional models
Fixed panels not always getting deleted
Don't try to hotload if compile failed
Fixed deferred hotload calling in loop on fail
Added Add.Slider
Update PerformanceTest.cs
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pattern onCharge callback
laser sfx
pixel explosion sfx, respawn pod sfx, trap/egg disappear sfx
invasion sfx
Merge branch 'master' of SpaceUsurperUnity
more invasion sfx
Merge remote-tracking branch 'origin/master' into asset-bundles
closing gaps on sheet metal roof corners
wooden_walkway_fishing_nets_a update with new textures
backup fishing net texture set art sources
backup large walkways scenes
Call PreRenderUI in menu too
Added Time.Delta
Remove panel from layout on delete
Moving Panorama Tests to own window
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Merge from conditional_roof_corners
Merge from building_blocks_2020
Subtracting
53182 (SimplerBuildingColliders) since it doesn't improve performance and makes things more difficult to work with for artists and less unified