249,961 Commits over 3,959 Days - 2.63cph!
Refactored all attack impact effects into a nested prefab format.
Iterated all new impact effects for the new Lit Particle shader features.
Revert BaseMountable changes from
47113 as it resulted in players on the server being in the incorrect position while mounted (should fix bandit town gambling not working)
Will look into another fix for the animation issue
Floor / ceiling extrude tool
Rewritten backface candidate handling to support verticality
Fixed subdividing HalfEdges of stacked rooms
Fix NRE spam when leaving a server
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Return FoliageCell.batches to the pool when not needed
Use a shared empty list for FoliageCell.placements if there are no placements for the cell
Make WorldGrid sparsely allocated
Make LODGrid pool empty cells too
Pre-fill pools in bootstrap
Remove debug.logs
Make RendererGrid pool empty cells
Fixed "Wall conditional corners show when placed adjacent to a backwards wall and a wall behind"
Fixed wall frame insert placement issues next to spiral stairs with some specific rotations
Subtracting
51078 (significantly increased loadtime)
Fixed inside antihack false positives on Savas and Savas_koth
fixed some unit targeting stuff, fuse enemyA dont retarget when enraged
fuse enemyB targeting
fuse pattern targeting
trench pattern targeting
Fix some error spam when running benchmarks in the editor
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Refactor the phrases script so it shows a path to where it found things in warnings
Fix translation setup for bass and trumpet instruments
Fix translation setup for unwrapping gifts
Fix translation setup for "loot" option description on downed players
Fix hemp terraincheck text
Phrases
Fix a bunch of localization issues with the smart alarm setup dialog
Fix the setup dialog closing when you deselect the second textbox
Phrases
Refactored browser popup compatibility check into a function, stick it in a try-catch because the check can throw on Android apparently
merge from building_blocks_2020
xulgon revenge bullet interacts with fade
Merge branch 'master' of SpaceUsurperUnity
patterns can retarget different players like bullets can
mech patterns switch targets
moved unit player-targeting to formdata
unit onAutoUpdateTargetPlayer callback
More tweaks to sheet metal textures, propagated to atlases. Solved color management discrepancies across different atlases
Tweaks to sheet metal textures, propagated to atlases. Results are smoother on the eye and less repetitive
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Collecting more workrounds for the Expo keyboard issue - phones should work nicely without gaps on any devices with this
Fix incorrect touch target location for retry button
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Added unit tests for ReduceProgressSamples
Moved ReduceProgressSamples to a worker thread
Animate LeaderboardPair
Current value is passed to DTextEntry's OnEnter callback (Community Contribution)
NPC weapons are now sorted alphabetically
Also no dupes and switched the text ot use "localized" stuff
Also fixed some localizations
SuperDOF window repositions itself on screen size change
Prevents it from "disappearing" and soft locking the game
ENT:OnChangeActivity for base_ai
Extra killicons for prop like objects
Added GM:CanArmDupe
Trim sbox_persist value
Extra spaces no longer cause issues of props not saving or loading
Clientside Sandbox settings
Also added freeze/unfreeze effects to physgun settings
Weapons that are NPCUsable are marked in spawnmenu
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removing reflection component from triangle floor frames
[D11] Shadow cascades: 4 -> 2. Max shadow requests = 2. Changing the distance split to 75m.
Fixed gap produced by sheet metal roof side pieces
[D11] Fix for 4263 (xbox bootup voicechat crash)
[D11] [UI] Potential fix for Stall when look-at tooltips loaded during runtime.
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