134,378 Commits over 4,444 Days - 1.26cph!
[D11][#3406] Fix for getting stuck at start menu
[D11] Further clothing changes missed by unshelving. Eyebrow fixes.
[D11] [UI] Localisation database format changes.
[D11][#3413] Fix for find join game main menu issue
Fix incorrect vals on 3mod chassis
Put OnHealthChanged event back to being server-only (as it originally was before I changed it a while ago), but moved it to BaseCombatEntity.Server so it won't confuse future newbies.
Code review: Converted module component update calls to come from the vehicle, instead of using the Unity methods. Removed the OnEnable/OnDisable use entirely.
Prevent "Look rotation viewing vector is zero" complaint from Unity
Another OnValidate switch to PreProcess
Merge coroutine/invoke changes branch
Use dictionary method instead of storing the action in the module
VehicleLiftObstuctionSensor removed. Use a basic TriggerBase instead.
Free the old magnet occupant properly
Update magnet snap to use a similar system to VehicleLiftOccupantTrigger
Fix another null check problem
Rewrote occupant trigger to use a more logical TriggerBase system. Adjusted layers on obstruction sensor. Protocol++.
Add player.wakeupall server command (good for waking up lots of bots after a server restart)
Fixed inventory.copyto not working when called from an input binding
inventory.equipslot no longer looks for a player in front of the calling player (only works by passing in a player name)
inventory.equipslottarget is a new command that takes no arguments and looks for a player in front of the calling player (good for input binds)
Composter protobuf and serialization.
More composter wip. Merged from main.
Added FertilizerQuantity to ItemModCompostable so that different items can produce varying amounts of fertilizer. Composter checks an item is compostable and uses FertilizerQuantity to produce the correct amount.
[D11] New 4 way blend shader for concrete at launch site
[D11] + Turned off the shadows of more particle systems
Made a bunch of items compostable.
Added ItemModCompostable and Composter checks for it.
+ changes to make the Blood effects more red
[D11] Fixed 3333 Icons in the connected players window now change correctly when a player is Blocked/Unblocked
Fixed GameObjectRef references
subtracting entity_parenting_2
[D11] Further Cloth Material Updates. (Unity didn't recognise until save)
[D11] Cotton Shader & Clothing Material Updates
+ fleshbloodimpact effects now contain the correct group of things need
[D11][UI][#3388] Comfort HUD icon is now green
Merge from skeleton_optimizations
+ Changes to the PS_Blood_BulletHit particle. on hit it still shows up as magenta is it something in code