250,294 Commits over 3,959 Days - 2.63cph!
bullet onDespawn callback
centipede death effect
death effect centipede2
trap centipede death effect
added more dash powerup to tentacle
Fixed TriggerPlayerForce not working on players
Fixed TriggerPlayerForce applying to noclip players
Prevent "Calling kill - but already IsDestroyed!?" warnings from the chassis if multiple modules reach zero health at the same time
Don't allow using vehicle storage while mounted. Plus edit for 1mod cockpit-with-engine engine interaction collider. Now easier to edit when not in the frontmost slot.
Reverted headlight angle change and increased light angle by 10 degrees
Tilt headlights directional light/volumes down by 5 degrees
Deactivate Take Internal Items button if there aren't any
Rebuild manifest, hopefully fix missing script warnings
Car fuel gauge limit now matches the actual max stack, rather than an arbitrary number à la minicopter.
Increase steer lerp speed a little
If the occupant vehicle is in a non-driveable state, keep holding onto it even if the vehicle lift is without power
Moved deploy volume on car lift slightly up so it can be placed on foundation again
Lift: Don't grab the vehicle unless it's travelling at <= 3.6km/h
Overhauled vehicle lift occupant handling, particularly magnet snap and occupant trigger. The main issue was that evidently setting a rigidbody to kinematic triggers an OnTriggerExit, and we set a vehicle to kinematic when the lift gets control of it.
Fix for TriggerBase when an entity in the trigger is destroyed. Previously this only worked if the destroyed entity had only one collider, and it was on the base entity GameObject.
Gibs now assign physics material correctly
Added a button to auto size all gibs to a box collider
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Add logging to cache code
[D11] Fix for tree marker FX not always playing
fix alignment issues on cards
conditional render gradient and change modal text
move spinner on loading to center
inline view switch for team
Fix Avatar on Team page and text on map
Update newsitem design
Responsive Newslist view
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Custom stage scripts can compile again!
[D11] Fix for radtown slod root
Fixed a few issues with deferred decal class. Needed to add update method for when they get parented.
Fixed extreme lag when entering PVS with props that have material override pointing to a non existent material
Fixed NRE in WindZoneExManager when a main camera does not exist
rename variable, unused device info remove
hide gradient on orientation
ServerList responsive views
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[D11] Fix null ref when quitting win64 build