250,590 Commits over 3,959 Days - 2.64cph!
more laser crosshair changes
laser homing grenade attack
laser grenade attack behaviour
laser tractor attack
New fluid combiner entity, combines three separate fluid inputs
Extended the electrical combiner script to support three inputs (no actual change to the electrical combiner prefab)
Code review: Change shader property strings to IDs.
Code review: Combine MaterialPropertyBlocks and make static.
Reduce garbage gen in RefreshLODSets a little
New water desalinater entity, inherits from the Water Purifier but isn't placed over a campfire and must be powered.
Processes 4x as much water each minute and only loses half of the salt water in the conversion process.
Code review: Remove unused vars.
Initial test per code review discussion, started converting VehicleModuleComponentBase components to actual sub-entities, using a new IVehicleModuleComponent
Default map cell labels to on
Version numbers styling, hit slops on the hub header buttons
Bring the auth stack off the compatibility layer, remove the dynamic below status bar stuff for the login page
Fixed water purifier reusing the miningquarry protobuf - now has it's own protobuf class
Hide the links to other blogs and stuff in BlogView
Reduce the openModal debounce to 1 second
Fix update and login buttons shrinking when toggling the dev menu
Switch the dev menu to use AsyncButton so it's consistent between Android and iOS
Added a water depth test socket mod to enforce minimum/maximum depths for the water pump
Added a place on water option to the construction component so the pump is placed on the water level
Merge from Main -> Vehicles
Use proc for ToggleSwitch (should speed up mount speed....)
[Editor] Don't lose TonemappingColorGrading settings when switching off #CLIENT. Fixes black screen on first run when switching back.
Potentially fixed LootContainer.OnKilled stats NRE (only occurs when a container is killed via a DestroyOnGroundMissing component)
Fixed power plant puzzle bypass
PP S2P
Removed redundant prevent movement volumes (PP)
▉▄▇█▅ ▉▇▆▇▍▆▇█▊▋
▉▊▉▆▍ ▆▉▉▆▊▉▆
Updated SteamVR / ported to Unity 2018
Fixed level loading twice
█▍▉▉ ▆▄▉▆▌ █▆▆▊▊▍, ▄▍▄▅█▋▉ ▌▌▆▍ ▌▄▉▆▌
▍▄█▍▍█ ▆▋▉ ▇▄▌ ▊, ▄▌▆▋▆ ▄▆▇▌▇▋▄▄, ▆▆▋▌▋ ██▇ .▌▉▌█▅█▋▅▅▇ ▋▉▊▄█▌
Small oilrig S2P
Small oilrig hackable crate now behind red keycard
[D11] Ambient light. Fixing the compilation error.
Large oilrig hackable crate now behind red keycard
Removed all keycard spawners from large oilrig
Added The Stanley Parable to mountable games list
Added spawnmenu icons for The Stanley Parable and Fistful of Frags
Added missing map icon for gt_desperados (FOF map)
Buttons and Emitters also support transparency
[D11] Ambient light. Fixing the compilation error.
env_fade no longer crashes with its hidden activator only flag set and null activator
Added "activator only" flag for env_fade in base.fgd
Fixed script NREs on scenes without terrain
Fixed water treatment plant puzzle bypass
Removed redundant prevent movement volumes (WT)
WT S2P
Fixed GM:OnScreenSizeChanged crashing the game sometimes
[D11] - Removing read/write from weapon texture maps
Sandbox baloons can now be transparent
use RENDERMODE enums for color tool
changed RENDERMODE_TRANSALPHA to TRANSCOLOR like it should always have been