250,285 Commits over 3,959 Days - 2.63cph!
Fix the map getting stuck in a crazy state when viewing small maps on large tablets
Revert back to original fix for item stacking problem
Fix TriggerHurtNotChild also running on the client on listen server, causing players to incorrectly get damaged
smart alarm and smart switch sounds
Tweak best acceleration curve
modular-car-scrape-loop audio file + sound def (physics scrape)
brake squeal volume tweak
only play tire screeches if throttle is on
modular-car-switch-seat audio files + sound def
Crafting time balance for engine components
Disabled minicopter spawns
Added car lift to compound sell orders
Disable preloading for iOS cause the required events don't fire
Car lift no longer default BP
Car lift crafting cost balance (likely to change)
T3 engine components not craftable + researchable
Big refactor, mostly making floors / ceilings separate entities
Split off floor / ceiling moving to a new tool
DSP_ClearState now also clears dsp_room and room_type convars, hopefully fixing DSP presets (reverb and stuff) not resetting between map changes
Tweaked visibility of powerup level text on pause screen
Merge remote-tracking branch 'origin/master'
Fixed condition for global bundle asset load fallback
Fixed song AudioClips not being precached for the main menu
Create ping categories to reduce impact of miniscule ping differences (#1671)
* Create ping categories
0~60 -> 40, 60~100-> 50, ~100-150 -> 100, ~150-200 -> 150, etc.
* Update control.Servers.js
Servers with ping under 60 now have identical ranking impact from ping
[D11] Added "quitdemo" command
[D11][UI] Allow access to skin store and create server screen in beta builds with command line -allowOnline
Added GM:PreDrawViewModels which is called instead of PreDrawViewModel at the times it has no arguments
[D11] Chromatic aberration strength dropped
Added GM:PlayerAmmoChanged hook
[D11][UI] Disabled Inventory player preview animations Change so that FrontendSFX will play not spawn sound effects. And Moved player preview to reduce memory footprint. Cache top right icons
[D11][UI][#4054] Increased size of map tooltips. [#4024] Fixed issues with send feedback popup and popup look
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Client console deduplication, can be toggled with con_filter_dupe
first section of string fades in
whitelisted pixelgroup damage/heal methods
fix patternStartPos set to wrong value
dragging vine boss behaviour
webbed icon
new dash icon
web sfx
bullet onDespawn callback
centipede death effect
death effect centipede2
trap centipede death effect
added more dash powerup to tentacle
tentacle rotating petrify attack
Updated Facepunch.Parse / Facepunch.ExpressionStrings
Always use RegexOptions.CultureInvariant with RegexOptions.IgnoreCase
Merge branch 'master' of SpaceUsurperUnity
tweaked player hurt camera shake
removed useLegacyDamage from redux bullets
status effect gunAimSpeedMultiplier
barrage powerup
new convert aimer
bunch of new shoot sfx
Merge branch 'master' of SpaceUsurperUnity
fixed some bake errors
Fixed errors about missing sound files
Fixed aiming on joycons
Fixed changing menu tabs with joycons
tweaked convert vibration
barrage powerup work
Merge remote-tracking branch 'origin/master' into asset-bundles
Editor fallback for loading asset bundle manifests
Fixed string files not being loaded in the editor
[D11] Changing the lumens on various lighting effects to increase brightness
[D11] - detail map size reductions
[D11] Tweaked material falloffs on terrain for a more natural look.
[D11] Fix to bug 4142 - Impact Textures wrap around thrown weapons. Removed ability for thrown weapon materials to receive decals.
login view, new background assets
[D11] latest ragdoll fixes
[D11] latest ragdoll fixes
Ramp conditional model fixes
Ramp socket revamp for more reliable placement
Ramp conditional model script fixes
updated vehicle dashboard, adding low fuel light
Compound S2P
Added vehicles & vehicles 2 vendors to compound
Setup sell orders and costs
Prices are temporary ready for public testing
Jump effects for new splats and water