250,128 Commits over 3,959 Days - 2.63cph!
[D11] Temp fix for hearing own voice on XBox for QA to test whilst I investigate further.
[D11] Temp fix for hearing own voice on XBox for QA to test whilst I investigate further.
Early Z optimisations on water
Added call to update light data in the LightEx script
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[D11] Show the next server wipe time in the in-game menu.
[D11] Reduced Motion Blur intensity
AudioListener position fix for coop
Always show item HUD for both players in coop
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[D11] [UI] Crafting Menu Workbench Panel in SelectedBlueprint info now correctly changes green/red based on whether you meet the workbench requirements or not.
Removed standard_collider from several building blocks (will need a different solution, this doesn't work)
Car lift no longer takes a week to decay
Reduced car lift health
component research cost changes
Fixed metal triangle spiral stairs using the square spiral stairs movement colliders
Fixed twig and wood triangle spiral stairs using the square spiral stairs movement colliders
Fixed position offset on twig triangle spiral stairs movement collider
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fix for foliage culling & placement seed
[D11] Null value check in FoliageGrid and re-enabling teleport with rotation
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[D11][UI][#3056] Fixed issue with the death map marker. [#4146] Fixed issue with extra prompt on chainsaw
Merge low fuel light branch -> Vehicles
- Simplify light on/off code
- Only show fuel light if car is on
- Remove debug log
- Reduce low fuel fraction to 10% (50/500)
Engine comp recycle and research cost balance
Replacing null check with IsOnAVehicle
Hooked up the fuel light on the cockpit modules
Don't set engine sprite to null when closing engine lootpanel, stops it from flashing sprite to white
Add a new virtual AdminKill method that is used when using the "ent kill" command
Override on vehicle modules to destroy the vehicle instead of a module
Remove a couple of MarkDirty calls that weren't needed in Sprinkler
Add a slight delay to the fluid switch recalculation to not double up processing
Add inside-vehicle damage trigger back, but with a new up direction check added. This will probably bring back to hurt on dismount (builds only), so branching for now.
onion fan uses bigger ringBullet for core
expanding bullet shows target when it nears max size
trench expanding warning sfx
PlayerRepelTrigger is back, but improved - should no longer cause players to occasionally slide off the flatbeds etc. This fixes players getting stuck under vehicles.
Add warning suppression for inspector vars
TriggerParent now has two intersection mode options:
- AnyIntersect, the existing default, parents the object if any part of the object intersects any part of the trigger
- OriginIntersect parents the object if the origin of the object intersects any part of the trigger
OriginIntersect has the effect of letting us only parent players if their feet touch the trigger. Now using this on vehicle module flatbeds, so we no longer scoop up players and parent them when the vehicle runs over them.
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Cache invoke methods to remove even more garbage
Add protection for repeated UpdateOutputs call, eliminates gc spikes from liquid IO updates
Merge vehicle pushing refactor from Vehicles/FixPushing -> Vehicles
Car pushing now much smoother, more reliable in general
Merge from Vehicles -> Vehicles/FixPushing
Merge from Main -> Vehicles