240,753 Commits over 3,867 Days - 2.59cph!
unflagged Acoustic Guitar as requiring DLC
Support for getting a callback when a persona name is ready
[D11] [#3220] Added collider to joists. [#3100] Fixed fire effects for campfires, flamethrowers, barrels, fireplaces and furnaces.
[D11] Prefabs/Resource texture size tweaks
[D11] Weapon Mod and Nature Prefab Folders, Texture Resizing
[DTLS] Blocking timing + WSA errror handling fix
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Only run DLC check on Client, not Server
Code needs cleanup, but all random-gen vehicles are now enforced as driveable.
Hooked up the rest of the trumpet notes
NoteSFXImporter can now hook up start sounds
player status velocityModifier
Reduce steering assist on modular vehicles from 50% to 25%
Fix double engine module on test map vehicle
Bumped priority of local player made instrument sounds (was -10, no -40)
Adjust lift obstruction sensor
Vehicle lift now aborts descent and retries later, instead of mercilessly crushing anything below it
removed battery debug text
New ferns meshes and prefabs
Fix NRE in Server_PlayNote when playing midi input and getting up off an instrument
Report websocket connection failure as a proper error, handle them in the error reporting
Up max voice count to 128
Always hide repair button, never just disable interaction - clearer to the user, matches recycle button
Fixed vehicle lift lowering on chassis recycle
Finished off ProgressionManager cleanup
Powerup binding storage refactor
Network services abstraction tweaks
Some more steamworks usages replacements
Updated Facepunch.Steamworks
Steamworks backend implementation
Pre-volume culling test backup
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Added a fast AABB from OBB method and a few different options for optimisation. Brute force seems to win though...
[D11] [Graphics] [#3206] Keycards match its colour when equipped and on the ground
[D11] Remaining Weapon Texture Resizing
[D11] Texture size tweaks to /Prefabs/NPC
Scene backup.
HoboBarrel static & alwaysOn variant prefab cleanup