255,926 Commits over 3,990 Days - 2.67cph!
Moved large external gates open sound event slightly further into the animation, start events were early exiting because they were in a transition
Fixes issue
10075
Fix item icon remaining on screen after dragging from an external inventory
Fix for issue:
10078
Mission tasks now all have custom task complete messages. Network++.
Hold note instruments now work properly with primary and secondary fires
Increase alert dialog background opacity
Added basic gang rep info to payphone UI
prevent new sfx after gameover, and stop all looping sfx
Merge branch 'master' of SpaceUsurperUnity
assigned Walls enemy cores
walls crawler gears
pixelgroup isProtected property
fix some powerups not have sfx/floater when getting again
crawler_single
Excavator sound additions/tweaks
Excavator music
Added support for assigning an array of notes to an instrument rather than one note pitch shifted
Don't check inventory space if giveTheItem is false.
Tweaked the shapes of coastal_cliff_d and coastal_cliff_e
Better controller UI, also show input states on UI
Interiors for the apartment building
Allow writing of .json files to data/ folder using file.Write
Added interiors, rooms and units to a load of the buildings + decor.
player movement adjustments, interact code clean up/bug fixes, warning messages
Fix local dupe list not updating once it is active
Reenable cursor worldclicker fix for now because i can't make it break DNumberScratch which is why it was disabled
Add firebase_messaging, push notifications mostly working
Updated TTT FGD
Fixed saving a dupe not automatically updating the local dupe list
[D11] Fix for a background overlay hiding the FE video when returning from in-game
ENT:OnTraceAttack for nextbots
Don't load cubemaps in background, having issues with it
Added NEXTBOT:OnTraceAttack( dmginfo, dir, trace )
base_nextbot automatically calls GM:ScaleNPCDamage
Sorted out doors somewhat.
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Replace networkable HasOwner with OwnerConnection, we care about the owning connection, not the direct entity owner
[D11] [UI] WIP FastScrollBox refactor for WrapScroll.cs. Adjusted pulse text script to not trigger a constant layout rebuild when it's animating (we only used it for alpha so switched to canvas group alpha tweening to prevent layout dirtying). Adjusted loading spritesheet texture size.
[D11][OPTIMIZE] Player LateCycle optimization. MT the work and resolve at end. I put an iteration of 50 on the loop and it went from 1.42ms -> 0.4ms with a negligible resolve.
Also wait for assets loading in background before removing loading screen
await for huds to load before removing loading screen
Don't send netvar messages to host connection
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Removed score info from failure to submit errors
Big replay archiving refactor
Merge branch 'master' of SpaceUsurperUnity
Fix all gamemode compile errors after networking changes
Move AssetRef read/write into their own class instead of BinaryReaderWriterEx
Spawn menu system hud once and keep it around throughout the lifetime of game, show/hide when needed.
Only load menu system addon once at startup instead of every time going back to main menu, makes leaving game faster
async delay before starting server so that loading screen can show up straight away before any heavy loading is done
Call client rpc directly if the networkable is owned by local connection
UnityEngine.Experimental.Rendering.HDPipeline becomes UnityEngine.Rendering.HighDefinition