240,804 Commits over 3,867 Days - 2.59cph!
Removed the allow simultaneous notes flag and just set the flute to only play one note at a time
Enable update while offscreen on the players body meshes while they are in third person (only if local player)
Fixes the hand/arm meshes disappearing for a frame or two when quickly looking up/down
Exception checking in UpdateHeldProps
Added a max concurrent notes field, set to 3
Stops the oldest note playing if a new note is played that exceeds this value
Set garage interaction to occupied/available correctly, and kick player out of interaction if it's no longer valid.
Tab bar doesn't look as bad now
Edit "Modular Cars" inventory loadout
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Switch team UI coloring to always show offline players in grey, even if they're dead
Added a comment to StorageContainer "OccupiedCheck", as its return value confused me a bit
Player location component, add a little bit of padding so things aren't so cramped
Hamburger button, blog tags, disable cell lables on the map (they're slow)
Remove overriding of some health methods in the chassis
Reinstate vehicle edit UI after merge
Include blog tags in manifest
Merge from Main -> Vehicles
Update vehicle edit UI prefab
Merge Vehicle UI branch back into Vehicles
UI now refreshes correctly when a new chassis is added to the lift while already looting
[D11] adds a script to stop import of c# scripts when in play mode
Material update from main
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Fixed converter emisison property not found on some materials
Debug manifest not loading
tuba world model culling early fix
[D11] Switch Physics to Multibox Pruning Broadphase
[D11] [UI] Research table now correctly only allows one user and does not show the "Use" prompt if a user is already occupying the research table.
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Don't spam about DTVar_ReceiveProxyGL on beta branches
[D11] [UI] Fixed placing rotated items not taking actual rotation offset into account.
Update ProgressionManager.cs
Consider v55 and v56 the same
Fixed possible NRE when browsing a leaderboard
Consider v55 and v56 the same
Fixed case where button press would get consumed twice
[D11] New optimised version of cache cleaner.
[D11] Changed to use correct function call.
[D11] Fixed Iceberg and Ice Lake
[D11] [UI] Fixed look at input prompt not showing correct icon based on platform.
[D11] Model Updates - Art Optimisation
[D11] - Updated game manifest (Josh)
Devblog polish
Fixed NRE when steam isn't initialized
Only animate button prompts if they can receive input
Fixed case where workshop campaign would lose input focus
Fixed controller input on replay menu
Renamed "Score" to "Rating"
Workshop campaign rating now uses star graphics
Workshop campaign rating now uses star graphics
[D11] Assets\Bundled\Prefabs\Radtown LODs
[D11] Checked models folders and set up LOD Group components on prefabs
[D11] + structures\office_buildings models folder LOD's applied etc