192,975 Commits over 4,049 Days - 1.99cph!
Fixed a whole bunch of potential crashes with NPCs in multiplayer when there are no players
3rd argument to NetworkIDValidated - ownerID64
Add proxy tag fsm transitions, fix movement from previous states perduring in new states, proxy hurt state
Triggered by opening doors
Updated protection values so it can take damage from fire
Decay durations, starts losing health after 30 minutes, fully decayed in 4 hours (subject to change)
Not deployable on tugboats
Not deployable underwater
Tweaked the construction checks: fixes a few deployment inconsistencies with foundations
Updated & enabled the navs and beacon that were already present on it but hidden. Just to test.
Optimized textures.
Removed old FP logo.
Optimized lights.
Fixed spotlight glare issue.
Fixed tin can alarm deployable on itself
exported wolf run hit animation test
Fixed wallpaper pickup always giving default skin item
Fixed right click opening the pie menu while holding wallpaper
Render folder paths and filenames now use the format "ItemName/SkinName/ItemName - SkinName_xxx"
Fix wolf not taking damage
Subtracting
101333 (introduced server issues)
Added PrepareScene_PreRecord for init between takes.
Zero out Rotation parent for each take.
Remove unecessary includes
large rock formation a test case
jutting cliff test case
Simplify hfsm by implementing it with a stack instead of recursion
Add my own test duplicate of twitch render scene before I destroy it
More batch rendering progress.
moved ragdoll convar to server
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initial setup of serverside ragdolling with moderate bike collision damage
scaled up the icon a wee bit
Update: Updating ProtoBuf Codegen to use new Pool API
* Includes new debug CodeGenerator binaries(built from FreeList-Depr branch, commit 1874d134). RustProtoBuf will be merged to main once I get closer to completion of teh refactor.
* Generated new Rust.Data/generated/*.generated.cs files with no FreeList calls
Tests: build tests for all targets
Support state names to help debugging FSM, and fix range / speed bugs in wolf encircling
Update the wire positions when playing the wobble animation
Tweaked main collider
Wobble animation when triggered
Triggered when damaged
Apple Silicon / ARM64 native libraries (allows everyone to use the Apple Silicon Unity editor)
reduced texture size on tin_can_wire to 256 x 64
Not deployable inside trees
Always look up and don't use the target normal
Hook up win and lose animations
Merge from community_improvedcountdowns
More changes, thanks Plastic
Merge TrainBreakBarricades -> main