250,302 Commits over 3,959 Days - 2.63cph!
[D11] Disable fps lock during demo playback
Fixed a case where powered water purifier wouldn't purify water when powered after toggling power on/off
More fettling with the occlusion culling so that it doesn't cull objects that are in the shadow frustum. Also unified the constant setup between the instanced and non-instanced occlusion stuff.
DeviceInfo
devicecheck model
Always include the DDraw shader in the build
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[D11][#4036] Flame Turrets LODs oriented correctly.
[D11] Fix for construction guide loading multiple LOD meshes
[D11] [UI] Fixed missing death map marker sprite.
Some changes to make driving much smoother at the lower tick rate of a real server. Fixes suspension oscillation and too-easy rollover.
[D11] More fixes to debug camera controls
Upped powered water purifier output storage to 5000ml (same as input storage)
Resize input water collider on powered water purifier
Removed duplicated client-side mesh collider that wasn't needed
Modified TriggerVehiclePush to work better with modular vehicles (using the vehicle centre rather than module centre, push cars in an axis direction rather than just away)
Added TriggerVehiclePush volume to the garage door that gets activated while the door is closing, to hopefully push cars away from getting crushed/stuck in the door
Disable the invisible but very solid "Cubicles" on Playground
Reduce brake force multiplier from 750 to 300
Make brake lights dimmer than headlights
Show brake lights only when braking, not reversing
Remove filesystem stuff cause it doesn't show anything useful
Merge brake light changes
Reorganize the news page
Reorganize devices page
Reorganize the map page
Reorganize the hub page
Reorganize the team page
Reorganize the settings page
Reorganize server switcher page
Some cleanup
Vehicle brake light code changes
Use LightsAreOn accessor instead of checking flag directly
Switch headlights/brakelights logic to a mask instead of a bool to reduce extra iterations
Seems like DrawPropertiesExcluding doesn't work correctly along with serializable classes. Remove ModularCarEditor for that reason.
Added a version of ForceModelSeed that doesn't require an overload
Merge from Main -> Vehicles
Fixed water pump also incorrectly switching to on when water is inserted even if no power is connected
Grid snap now varies with zoom level
Added grid guide when editing vertices
Exclude images referenced only by native from assetBundlePatterns (possibly save up to 10MB)
Run npx expo-optimize (saves 2.3 MB)
Try to recurse into subdirectories if they aren't readable
Add a utility page to inspect the filesystem contents
Powered Water Purifier workbench level requirement
Reduced water pump crafting time from 120 to 30 seconds
Fixed some SAM blind spots at Launch side puzzle bypass
Fixed powered water purifier sometimes turning on when receiving water even if it wasn't powered
Add a delete button so lewis can hook thins up nicely
Fix rounded corners at bottom of the preview image
Update the server connection info when pairing a server that's already paired