250,086 Commits over 3,959 Days - 2.63cph!
move "Cannot read %i fragment bytes" to developer 1
Updated Facepunch.ExpressionStrings
Revert "Fixed hunter stage draggingVine attaching to wrong player"
This reverts commit 374611d7ae26a7bca866a6d405847077387dc753.
Changed how targetPlayer is selected if not specified in json
Added Player.PickupWeapon( wep, onlyAmmo ) = bool success
Fixed hunter stage draggingVine attaching to wrong player
[D11][UI][#4240] Fixed chat and server Messages not appearing in ingame menus
Fixed equipment menu scroll prompts sometimes showing incorrectly
Set target player of bullets / patterns spawned by status effect
[D11][UI][#4018] Fix for been unable to exit the map and map failing to load sleeping bags icons.
Fixed T1 carburtor not spawning
Added GameManager.StartWithTwoPlayer, sorted inspector fields
Updated player 2 loading screen icon
PixelGroups can now track separate players from their Unit
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Recipes can now optionally require that the blueprint of the produced item is known before mixing will start.
Fixed prop_physics_respawnable being removed when being "killed" or broken, breaking the "respawnable" part of the entity
[D11] Added server side check for max players, that takes joining players into account when a new client connects
Mixing table crafting costs.
More ui tweaks and item changes
fix for inventory slowdown
Making some small improvements to how ObjectMotionVectorFix works.
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[Audio] Set up correct default loading in background settings and compression settings. Set up XMA on Xbox One. Just needs PS4 setting up.
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Can now drag engine parts on to the engine sprite to automatically insert it into the correct spot (same logic as right clicking an inventory icon)
Disable lerping when a child entity is attached to any bone (not just for the "closest bone" feature)
Removed ancient NetworkPositionTick hack for child entities that should no longer be required
Cherry picking
50679 (parents send UpdateNetworkGroup to children that do not inherit their network group)
expose player.selectedStatusPath
player2 wider, fixed execution player2
Merge branch 'master' of SpaceUsurperUnity
fix respawnPod player being destroyed by boss explosion
respawn pod lasts forever, tweaked visuals to differentiate from shieldEgg
Merge from vehicles/horns
Implemented new horn loops
Merge from vehicles -> vehicles/horns
Implemented the vehicle block check on the sliding blast door prefab (holds the door in place rather than reverting to open)
S2P water treatment plant and power plant
Scale the CH47 marker down so it's not nearly as big as the cargo ship
Merge from comp (code review fixes + smart alarm sound)
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Workaround a bug that makes closing the keyboard suck for iOS on the team chat tab
Fixed door close interrupt behaviour not being run when closing a door via a door controller
Added vehicle detection volumes to cancel door closing on double doors (wood, metal and top tier)