250,157 Commits over 3,959 Days - 2.63cph!
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Log outlier frame times
Fixed HotloadedData cache faults caused by platform overrides
roof block art maintenance before roof conditionals are started
Unified roof colliders thickness across the board
[d11] Skin preloading fixes
[D11] Potential fix for animal sounds being heard from much further away than they should. Preventing them from spawning if the animal is too far from the player.
Added sk_npc/plr_dmg_crowbar/stunstick convars
[D11][#4191] Foundation stairs now behave like the steam version, but with ninjas
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[D11] Fixed define issue in rumble debug class.
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[D11] Rumble debug consistent log can be toggled on/off in debug options to view last rumble event info.
Allow cars to throttle forward while rolling backwards at any speed
See if parent objects can be deleted as well (if they are empty) when stripping PrefabAttribute scripts (greatly reduces building block memory footprint, shouldn't cause any issues with player rigs but will need testing)
[D11] Restored d11 spawn prefab
[D11][#4162] Hackable Crate laptop exploit fixed.
Don't show Check Engine light on a failed engine start if the only problem is no fuel
invasion tossed tweaks
frame noGunsLeft attack changes
[D11] Added a check for controllers not being registered to a playstation before input checking.
Fixed ramp metal tier colliders not existing on the server
more anomaly behaviour changes
claw tweaks
Merge branch 'master' of SpaceUsurperUnity
Merge branch 'master' of SpaceUsurperUnity
storm noGunsLeft attacks
Fix vehicle lift treating a vehicle that's missing engine items as an incomplete vehicle
Can no longer list hidden items in vending machines
Fixed vending machine UI NRE when searching for an item with no sprite
"ent kill" now destroys the whole car regardless of which module is aimed at
"ent kill" now works when aiming at a vehicle module as well as the vehicle chassis
Supports destroying individual modules as well as destroying the chassis while modules are equipped (destroys equipped modules as expected)
Project pushes onto a 2D plane based on the vehicle up axis so that they always push horizontally rather than up/down
Allow cars to throttle forward and hill start when rolling backwards at <=2m/s
Change fixcars command to force the selected tier, instead of only replacing <tier parts
Remove collider conditionals again, as I suspect the new collider jittering bug is different to the old one that collider conditionals fixed.
Memoize strings used for inventory icon amounts so they aren't recreated every time the inventory updates
Restore culling fix that was disabled yesterday, now with checks to makes sure player model exists
Extra safety check for the ModuleEntityAdded early exit
If vehicle is destroyed while waiting for the Invoke to add a module, bail out and destroy the module. Fixes "Setting parent to entity that hasn't spawned yet! (net is null)" error (it was actually spawned, but then also destroyed)
Don't hardcode fuel amount when using fixcars
Revert ServerUserVar change
fixcars command now takes a parameter to control what tier of part to apply, is usable by admins (not just devs) and fills the fuel tank
Add a button electric entity
Fixed replay breaking change
Updated Facepunch.ExpressionStrings
ForEachPlayer performance improvement in single player
Avoid allocation in ParameterCollection.AddDependant()
Add detail layer and fuzz mask to the workshop editor
Added NPC.RememberUnreachable( ent, time=3 ) to give NPC.IsUnreachable a reason to exist
Fixed returning true in GM:EntityEmitSound hook when the Entity is a clientside only entity causing the ent index to be read incorrectly, which in turn caused infinite scrape sounds for gibs