108,648 Commits over 3,867 Days - 1.17cph!
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Slightly better handling of swimming up into the moonpool (this needs more work, but it's a start)
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Cancel a gesture if a player changes equipped item
Fixed scrap heli damage texture, working now
Remove damage texture content from the scrap transport heli, since it was actually unused
Save on materials. Don't use a separate material anymore just to show full damage on gibs. Instead have the gibbable script apply the damage texture itself if it detects that a DamageRenderer is being used, reusing the shared material with instancing.
Can press Ctrl+C and Ctrl+V to copy and paste the current phone number while on the dialling UI
Added a button to copy the current phone's number into the clipboard
Fixed HAB not always showing damage texture correctly. Other minor damage tex edits.
Remove the "Cubicles" on Playground as a lot of them are missing prefabs and/or scripts
Fixing/improving some general issues with the vehicle damage texture systems.
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ai data for LShaped pieces
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Submarine gibs now show full damage on the damage texture
Changes to texture damage to make it more visible on the submarines
Adjusted sub damage protection + material edits
Add health-based damage texturing to both subs
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For connect exceptions, show only the exception message in the console, not the whole stack
Turned the exception from a failed 'connect' console command into a warning. It now shows up in the UI and as a warning in the console, instead of in the UI and as red exception text on the main menu.
Added requested cinematic lighting prefabs for map/content makers in /modding/cinematic - no lodding, extra reach and width. Performance heavy, don't use on regular maps
Added AIInformationZone.Mege
AIInformationZone bounds encapsulation tests
Added missing component on camera prefab
Catching if DLSS is not available
AI data for remaining modules.
Added AI data to first half of module segments
merge from submarine main
viewmodel arms on dancing using humanoid tests
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WIP syncing of completely disconnected boom boxes connected to the same URL, still needs some work
Fixed a graphics.uiscale value of 0.8 hiding the search text on the crafting screen when at 1080p
Add a couple of additional null checks to modular vehicle conditional refreshes
Applied new settings to large tiles variant as well
Speed up dance floor and sound light
Don't attempt to get the second channel of audio data for visualisation if unity is outputting audio in mono