130,358 Commits over 4,201 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Fix wolf not taking damage
                
                
                
                
             
         
        
            
            
            
                
                Subtracting 
101333 (introduced server issues)
                
                
                
                
             
         
        
            
            
            
                
                Added PrepareScene_PreRecord for init between takes.
Zero out Rotation parent for each take.
                
                
                
                
             
         
        
            
            
            
                
                Simplify hfsm by implementing it with a stack instead of recursion
                
                
                
                
             
         
        
            
            
            
                
                large rock formation a test case 
jutting cliff test case
                
                
                
                
             
         
        
            
            
            
                
                Remove unecessary includes
                
                
                
                
             
         
        
            
            
            
                
                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
                
                
                
                
             
         
        
        
            
            
            
                
                Adjusted damage to barricades by trains, and to trains by barricades
                
                
                
                
             
         
        
            
            
            
                
                Only show the barrier dust effect when the latest damage came from a train. Hijacking the available simpleInt protobuf so we don't need anything new.
                
                
                
                
             
         
        
            
            
            
                
                Implement PR #56 for community UI - countdown component improvements
Minor changes made to PR for improved backwards compatibility and formatting
Also improved the Load Custom UI editor button to automatically open the tests folder
                
                
                
                
             
         
        
            
            
            
                
                Push force damage can be adjusted via trainDamagePerMPS
                
                
                
                
             
         
        
            
            
            
                
                - Include the double cover barricade as well
- New barricade damage effect for the thinner barriers
- Fixed some barrier positions not working correctly
- Using some more component interfaces
- Don't damage barricade anymore if train turns off
                
                
                
                
             
         
        
            
            
            
                
                Fixed misconfigured roll bones on player model
Adjusted aim spine v2 settings on lr300
Adjusted spine look at weights on player model for less leaning, rely more on the head for movement
                
                
                
                
             
         
        
        
            
            
            
                
                Tuned motorbike headlights.
                
                
                
                
             
         
        
            
            
            
                
                Allow trains to smash through deployed cover barricades
                
                
                
                
             
         
        
        
            
            
            
                
                Added a TOD toggle on electrical lighting.
Fixed faulty street light bounce.
                
                
                
                
             
         
        
            
            
            
                
                Added mid skin materials
Added mid head variation
Added EyeAO materials
                
                
                
                
             
         
        
            
            
            
                
                More hill cliff progress / improved cliff shapes / scaled cliffs down
                
                
                
                
             
         
        
            
            
            
                
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                Added variable relief sample count based on shader quality level
                
                
                
                
             
         
        
            
            
            
                
                Fixed disp/height map detection in material inspector
                
                
                
                
             
         
        
        
            
            
            
                
                Optimize entity menu codegen to reduce memory usage
 * Replace the per-option GameMenu.Option field (120 bytes) with just the action caches (8-24 bytes)
 * Cache the phrases instead of allocating every time they can display