249,470 Commits over 3,959 Days - 2.63cph!
tentacle bio pattern
fixed laser prison targeting - SpawnPlayer can set targetplayer, added AdjustTargetPlayerUpdateTimer
reverted barrage !redux
Change capsule check to SphereCheck, move it to FixedUpdate for more reliability
Removed foliage displacement component from boogie board
Fixed incorrect bounds on inner tube and boogie board, was contributing to some incorrect dismount position validity checks
Don't skip hidden items when exporting for Rust+
TTT: fix duck key while spectating in roaming mode teleporting you to last spectated player (#1696)
Move root model providers to wrap everything (fixes ErrorBoundary crash due to inaccessible localization model)
disallow photo frames to be locked
Replace the dismount check raycast with a CheckCapsule (like BaseVehicle) and increase it's frequency (0.25s -> 0.1s)
Kill WaterInflatables that are in a pool when the pool is destroyed
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building blocks scenes backup
Automatically toggle between direct connect and proxying - should fix connection issues that only affect wifi or data, or people connecting to a locally hosted server
Disable automatic OTA update downloading - use the settings menu to manually update instead
Going through some keyboard avoider problems after upgrading
Adjusting item and vending machine text for some better contrast, fix Linking package warning
WIP switch to sdk38's new softwareKeyboardLayoutMode instead of the other workaround
Added Realmed accessor
Entity.All is realmed
Tasks properly retain realm
PixelData.ReplaceColors
random mech pixels change color on core hit
orb wait times updated
bullet playerDamageDir property
show triggers instead of shoulder buttons on replay
fix exception in tutorial
Merge branch 'master' of SpaceUsurperUnity
set proper player damage dir for irregularly shaped bullets
Generator output .cs files to disk so we can get intellisense
Added DLabelEditable.Set/GetAutoStretch, defaults to false
Spawnmenu labels stretch to the text that is being entered
render.RedownloadAllLightmaps now also forces all props/entities to update their static lighting
Spawnmenu editable labels now stretch to fit the text being entered and do now overflow spawnlist panel width
Added DLabelEditable.Set/GetAutoStretch, defaults to false
engine.LightStyle doesn''t crash with style=64
Fixed possible NRE related to focus hint
Fixed co-op replay divergence
Added Sandbox.ThreadSafe to check that we're on the main thread etc
Added custom SynchronizationContext to always run tasks on the main thread
Catch UnobservedTaskException
Warning spam
Chat cleanup
boilerplate for networking commands
Fixed menu background color
Don't show continue / exit prompt until gameover anim finishes
Fixed cameras not starting merged when reviving partner
rooftop work scenes backup
merge from main - fixes only
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mark water guns as hostile
Added gibs for all the different panels that fall off modular cars as they take damage
Don't allow players to pickup boogie board and inner tube without building priv
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rooftop work scenes backup
tweaked engine panel gibs
Added an inherit velocity option to the boogie board so when deployed in front of a player running forwards it will start with some movement
Pools can now accept fresh and salt water (had to update descriptions)