250,129 Commits over 3,959 Days - 2.63cph!
Made a couple of building block gizmos only show up if the actual component game object is selected (not when the root game object is selected)
merge from /MainMenuTweaks
Added GetScoresForUsersAsync (DownloadLeaderboardEntriesForUsers)
Merge pull request #434 from kamyker/leaderboards-users-ids
Added GetScoresForUsersAsync (DownloadLeaderboardEntriesForUsers)
Fixed Item.GetAsync() not disposed
brace fix
fix for count == 0
Merge pull request #435 from kamyker/getasync-disposed
Item.GetAsync ResultPage disposed
Still occasionally getting hurt on dismount, reverting #
51184 for the time being.
[D11] [Gameplay][#3793] Temperatures set as AnimationCurves to fix incorrect values at night time. [Construction] Fix for building guide distance
Attempting to track down a missing ref to fix the "GUIDToPath no path found" warning spam, added a button in the GUID locator tool to find all references that are using the given GUID across the entire project
Still haven't found the one that's missing but the tool might be useful so committing anyway
[D11] Added Feedback QR code to main menu
Merge inside-car repel force and hurt force changes -> Vehicles
Lowered font size on water transfer help in vehicle editing loot panel to show missing text
Mark rideable horses as NPC's so the correct damage multiplier is applied when vehicles collide with them
Added HasEntityInParents to BaseEntityEx with same behaviour type as GetComponentInParent. TriggerHurtNotChild now checks all parents, to handle e.g. player on flatbed on vehicle, and re-does that check each tick. This should stop players getting hit by hurt triggers when on flatbed.
fuse laser impact effect scales with dps
fuse laser ringBullet proper colors
Merge branch 'master' of SpaceUsurperUnity
fuse laser looping sfx
laser diamond circle2 polish
Merge branch 'master' of SpaceUsurperUnity
Fix NRE when destroying an unpowered car lift
Don't cancel the door animation if the door collides with a building block with a dedicated vehicle movement collider (fixes foundation steps issue)
Removed old commented code re recycling chassis in ModularCarGarage. Since recycler code no longer needs to be used in multiple places, reverted it to the version from main plus my note about the "entitySource == this" client bug
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Fixed recycler getting stuck when attempting to recycle something that can't be broken down
Merge headrest collider into one GameObject
Fix armoured cockpit seat colliders not matching its seats
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Merge ent kill for vehicles fix, new AdminKill method
Add a smaller collider to the headrest area on Seat_A_COL to stop people getting shot through the headrest
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Fixed replay breaking change in ConnectionCache
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Merge from door_open_interrupt
merge from vehicles -> vehicles/door_open_interrupt
Companion app main menu updates
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Enable push notifications by default
Button sell order
Updated button placement guide
Show both players on the loading screen in coop
Performance improvement for SeparateDisconnectedPixels
Working set of new ground effects
merge from /researchable_modules
[D11] Preventing the OOM crashes on win64/ in unity editor (disabling video looping).
This is fixed in Unity 2020.1 (bug 1201213: https://issuetracker.unity3d.com/issues/windows-video-graphics-memory-leak-in-hardware-accelerated-video-decoding)
vehicle modules now craftable and researchable