127,949 Commits over 4,109 Days - 1.30cph!
[D11][UI] Corrected popup text from last commit
[D11] - Fix for #1359, tweaked the collision geo for road asset
[D11][UI][#2116] Fixed popup text. Disabled password input on create public server
Fix for booting from Procedural Map.unity AGAIN .. nobody wants to have to navigate the menus every single time they test something do they?
[D11] Server compile fix.
Load filesystem first in bootstrap
[D11] [UI] Test PS4 mandatory platform images.
[D11] Fix for popups not resizing correctly
[D11][UI][#2619] Adjustments to the Vendingmachine UI. Translation adjustments to the create a server screen
From code review: Removed and replaced TransformPointToLocal/InverseTransformPointToLocal.
From code review: ModuleManager does now need to still be a MonoBehaviour since it uses a couple of Unity methods, but made that clearer.
Additional: Refactored ModuleManager classes a bit. Now TBase can be a BaseEntity which removes any need for casting.
Use in-built drop shadow component on info boxes
Exposed some sound definition slots for adding and removing map markers
Fix for random modular spawner double-adding modules. Simplifies module parenting as well.
From code review: AddMountPoint returns existing mount point if it's already added
Show the source of damage if no player is responsible for a death (falling/hunger/cold/radiation/etc)
PostUpdateChildren updates when entity children are added / removed.
From code review: Convert ID checks to use EqualNetID. Add extension method for comparing layer.
Assign correct colours to sleeping bag cluster options
Quick tween for open and closing sleeping bag cluster
Show killed by weapon name and icon on game over screen
Add attacker distance field to death info, expose on death screen
Fixed steam avatar of killer not appearing
From code review: Force specification of fuel loot distance, plus general cleanup of the EntityFuelSystem class.
From code review: Make lastAttackedTime internal
cherrypicking #
39637 messagedelayfix
Reorganised an tidied up SMM class to make it easier to start plugging stuff in. Skeleton Skin no long attaches itself to a Skeleton automatically.
Removed SkinnedMeshRendererInfo
SkinnedMultiMesh no longer keeps its own bone dictionary, uses Skeleton to look it up instead.
Scene backup
More prefab fixes.
[D11][UI] Added a few more tweaks to create server screen. Added Methods for navigation bar items to be given their own custom colours. Added area option to ButtonOptions
[D11] update from d11_console_version in prepartion of merge back
[D11] [UI] Removed Z axis coordinate from string on teleport popup.
[D11][UI] Changes to the Create server flow and look. Added Methods to navagation bar to allow single navagation tokens
Quick/dirty decal shader adjustment for clipping issues in bullet decal vs toptier wall
[D11] [UI] Server Admin Special Actions option added.
cacti prefabs backup
reworked ores diffuse maps
separate v3_ore spawn populations: spawning ores at bottom of cliffs meshes
subtracting wearable changes, need to keep rigs until the prefab processing stage.
[D11] new delayed list using dictionary.
Merge from consumable_item_info_fix
Disabled shadow casting on Launch Site factory puzzle control panel light
Merge from wounded_item_dragging_fix