255,048 Commits over 3,990 Days - 2.66cph!
Changing the LESS structure to component level
[D11][UI] The crafting queue will now keep track of the crated items in a list. Implemented swapping task around based on server
[D11][#350] cooked items should correctly place themselves in the container when consuming the last item of a stack. Implemented moving a crafting task the next to be done (server side)
Types now impl,ement IEquatable
InventoryItem IEquatable
Fixed OnActiveBeaconsUpdated not getting called
Update Base.cs
Added Ugc.Item.Edit()
Made prison area bigger. Whole island counts as prison now. Stops people getting stuck on the island if they escaped prison, and therefore didn't get teleported off when their prison time ended.
Changes to Vehicle.CheckExitPoint to make it functional (docs on wiki)
Cherry pick fix for serious NetworkEntityBehaviour mask bug.
Enabled incremental GC and added a bunch of convars
Added Steamworks.ServerList.IpList for querying an array of Ips
Fix serious masking bug. Any entitybehaviour ID past the 6th one was never getting serialized due to a masking bug where e.g. ID 8 translated to the 8th slot in the mask, rather than the 4th (1,2,4,8).
[D11] [UI] Thirst bar now flashes on each instance of attempting to sprint, and sprinting is cancelled if the player is unable to.
Navigator can now detect when it's stuck and trigger a repath
Build notes and control prompts no longer block clicks
Fixed missing runtime data exception on MeshInstanceManager
More tiki bar work, fix room areas not respecting blocked wall locations
Tiki Bar icon + tech unlock
Re-enable kitchen
Wooden Bench prop
WIP new sauna room
WIP new jewellery store + sauna fixes
New jumbo size windows and viewing lounge room
Merge branch 'master' into lwrp
Some more material updates
New jumbo size windows and viewing lounge room
Fixing various issues with the proxy inventory thing.
Inventory for proxy players, so we can check cash, drugs etc. This data was already propagated anyway - just exposing it.
more career logo fix, updated post process stack, removing some broken one
Fix the stylesheet list not loading less files as less
Tiki Bar icon + tech unlock
Re-enable kitchen
Wooden Bench prop
WIP new sauna room
WIP new jewellery store + sauna fixes
adding vignette material
separated transparent render pass (lots of stuff arent going to render as their layer needs to be changed individually)
WIP fix career logo
adding WIP decal shader (not redone the decal assets yet)
Conveyor unit buildings progress
Added exception handling to score submission worker threads
CHIPPY-356: Fixed powerup switching prompts overlapping powerup name
CHIPPY-358: Cleaned up pausing on victory / defeat while watching a replay
Got rid of redundant FPS display
Can deploy items inside buildings. (without ownership checks etc. for now)
Brought back the chipping on the Spas & MP5.
Grimed back up the sword & thompson spec.
Fixed more colour textures having a useless alpha.
Reduced reflection probe resolution
Better handling of unrecognised replay versions
CHIPPY-359: Added marquee for long usernames in replay sidebar
CHIPPY-355: Added progress % to replay files
Support relative paths when using less in vue components (also removed dotLess)
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[D11][Tutorial] Merge to latest #
35150
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Looking at some door stuff...
Fixed ErrorText exception no stop
[D11] [UI] Fixed code lock control inputs being incorrect on PS4.
[D11][Tutorial] bug #1735 [TUTORIAL] Map screen problems