250,719 Commits over 3,959 Days - 2.64cph!
Laptop screen emits onto things.
Screen bloom improvements.
Hacking laptop interface improvements
Leaderboard backup, run #
11442
Fixed Hackable Crate keypad looking all fubar.
Improved the indicator light and made it emit onto players.
Fixed blinding button materials in Trainyard.
Made the arrows on the red buttons white for visibility. Could barely read them.
S2P.
Strip steamaudio reflections
Scrap & attack helis use nested rotor wash prefabs as well, for ease of optimization.
Should no longer have the weird rotor wash collision behaviour.
Chinook & Patrol Heli ground wash collision fix & reduced minimum height needed for visual dust spam from 80 > 40 on both.
Moved Chinook wash FX to nested prefab.
Fixed steering speed bug when turning one direction and and then immediately in the other direction
Move shatterglass to a library
One more tweak, align both condensed and normal versions with the same right offset on the amount text so we can maximise the size of the font
Use the condensed item pickup notice when displaying a pickup greater than the stack size of the item
Condensed item pickup notice amount text so it's more legible
Fix shadergraph node drag drop, drag data needs to be full class name now
Fix trying to access null asset metadata, because of 0bc9a60
Fix asset publish widget not properly checking if source file doesn't exist, fixes inspector not working for cloud assets
Pedal bike mass, suspension, power, handling setup
Removed the parenting volume on the crane pickup piece, it would work when the crane rotates but not when it extends/retracts as our parenting system has no awareness of that movement
Fixed another case where the attachment collider wouldn't match between client/server, leading to flyhacks
Fixed doors going crazy when spamming power into door controllers, we now discard actions if the door is busy
Minor suspension edit on pedal bike
Fixed a slight offset on the harbor crane pickup attachment that could maybe lead to flyhack kicks while standing on it
Added a parenting volume to this section so if the player is standing on it while it moves they should move as expected with it
Will need harbor S2P's for this to work properly
Bunch more targetting bugs fixed
Had to revert damage checks and 0 hp workaround
Modified zone sizes again
Fix gun shooting slower when it has muzzle boost + burst module rather than burst module alone
Fixed exploding heli in mid air without crashing
Another attempt to fix this neverending orbit bug :)
Fixed some edge cases where the planner was unclear if you could place an external structure if you had just slid down a surface
Tweaked wooden shop front door controller socket position
Ensured starting orbit break inside update won't call the rest of the movement code that iteration
[André request] DoPrepare adds "TugboatDeployable" label to all deployables that can be used on a tugboat
Fixed logic problem with heli orbits when there are 0 targets and can break from the orbit
Fixed high wooden gate and both hatches double door controller deployement
Better underwater distance benchmark prefab.
Prevent further damage to heli once in death state
Ensure death spinout location is located on the floor
Recycler now gives out remainder scrap rather than rounding up scrap values
- also fixes some components giving 1 extra scrap due to floating point errors
Loop select https://files.facepunch.com/layla/1b0111b1/sbox-dev_EaJSH5kbqn.mp4
Ensure some space is allocated for collisions prior to the death spinout
Added convar to disable monument crashing
Ensured monuments that have default tier don't slip through the cracks
Additional check for monument type
Heli will ignore tier 0 monuments: ice lakes, swamps, caves, etc.
Fixed wobbly pedal bike wheels, adjusted suspension
Don't show suspension visually on the pedal bike. Reduce suspension distance. Adjust bike wheel colliders.
Can rotate unicycle with mouse in menu