250,107 Commits over 3,959 Days - 2.63cph!
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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)
Fix long names pushing the toggle switch away
Wrap the legal stuff in a SafeAreaView
Icon picker style and safe area fixes
Fix repair info text, which was affected by the blueprint issue as well
Allow repair method to ignore blueprint knowledge. Fixes vehicle lift module repair not working.
modular vehicle false start, horn, and hurt trigger impact audio files
fix missing vehicle repair sounds
Publish master to the staging release channel
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Adjust the text display on the separate liquid (water catcher) UI to give it more space as well.
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Disabled shimmer effect in pfx_car_destroyed per Petur request. Fixes shimmer acting like a mask on other particles.
[D11] XBox voice chat fixes
[D11] XBox voice chat fixes
Keep performance chart axis the same !redux
Experimenting with minimising ParticleSystem.Emit() calls
merge from maincamera_sqrdist
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Added failing test related to whitelist propagation
Keep inner exception stack trace when parsing
Fixed whitelist propagation through interfaces
Optimised removing recently disconnected pixels from list
Updated Facepunch.ExpressionStrings