115,279 Commits over 3,959 Days - 1.21cph!
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Adjust the text display on the separate liquid (water catcher) UI to give it more space as well.
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Disabled shimmer effect in pfx_car_destroyed per Petur request. Fixes shimmer acting like a mask on other particles.
[D11] XBox voice chat fixes
[D11] XBox voice chat fixes
merge from maincamera_sqrdist
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Splat effects progress.
Ground effects moved to Low Resolution render pass.
[D11] Removed saved settings for DoF and removed dupe button from Options menu
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Merge from fov_viewmodel_scale
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Added ModelConditionTest_SpiralStairsTriangle to show the landing on the triangle spiral stairs (TODO: Remove the landing when a floor is placed next to the triangle stairs)
DeployVolume checks ignore colliders on game objects that are tagged with DeployVolumeIgnore
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Added DeployShell to walls and floors
Added DeployShell to unify deployable placement on building blocks, no matter what their tier is
Made a couple of building block gizmos only show up if the actual component game object is selected (not when the root game object is selected)
merge from /MainMenuTweaks
Still occasionally getting hurt on dismount, reverting #
51184 for the time being.
[D11] [Gameplay][#3793] Temperatures set as AnimationCurves to fix incorrect values at night time. [Construction] Fix for building guide distance
Attempting to track down a missing ref to fix the "GUIDToPath no path found" warning spam, added a button in the GUID locator tool to find all references that are using the given GUID across the entire project
Still haven't found the one that's missing but the tool might be useful so committing anyway
[D11] Added Feedback QR code to main menu
Merge inside-car repel force and hurt force changes -> Vehicles
Lowered font size on water transfer help in vehicle editing loot panel to show missing text
Mark rideable horses as NPC's so the correct damage multiplier is applied when vehicles collide with them
Added HasEntityInParents to BaseEntityEx with same behaviour type as GetComponentInParent. TriggerHurtNotChild now checks all parents, to handle e.g. player on flatbed on vehicle, and re-does that check each tick. This should stop players getting hit by hurt triggers when on flatbed.