130,614 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Fix wolves facing the wrong way when moving, and sometimes spinning when they start to move (new issues highlighted by async pathfinding)
Fix wolves hovering slightly above ground
 
                
                
                
                
                
             
         
        
            
            
            
                
                Decrease await delay when checking for recording finish
 
                
                
                
                
                
             
         
        
            
            
            
                
                Catapult animation client/server sync
 
                
                
                
                
                
             
         
        
            
            
            
                
                Ice shader update, smoother edge detection, parallax, and some frost on top
 
                
                
                
                
                
             
         
        
            
            
            
                
                Enabled instancing on all materials.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Safer TrainCar OnChildAdded behaviour
Manifest
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix entity cluster spawn logic being biased towards the smallest possible cluster size when respawning entities
 
                
                
                
                
                
             
         
        
            
            
            
                
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                blend between two atmopsheric haze factors over height
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from oxygen_qol_tweaks
 
                
                
                
                
                
             
         
        
            
            
            
                
                Increased the depth required to be considered underwater for oxygen tracking purposes by 10% (85->95)
This should mean oxygen will start getting consumed slightly later when submerging and should also help situations where oxygen is still depleting in turbulent conditions and part of the players view is above the water
Added debug.waterFactorPrintout that pritns out the current depth level into chat for QA purposes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix exception from foliage tutorial change when entering play mode in the editor
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from ore_resource_optimisations
 
                
                
                
                
                
             
         
        
            
            
            
                
                Convert all remaining nodes and the wood pile resource to the new PrefabAttribute workflow
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed outlines on wooden shield and reinforced wooden shield world models
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed another case where spamming equip/unequip on a shield would throw an NRE
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed blocking flag staying on if the players shield is holstered or destroyed while blocking, was preventing input on subsequent held entities
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed shields not parenting properly
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed being able to block while in debug cam
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from december24_art_fixes
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed incorrect biome being selected on new tutorial cliffs
 
                
                
                
                
                
             
         
        
            
            
            
                
                wolf pain sounds are less sad
wolf attack sounds have more snarl
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                - Box storage done the boring proper way
- Protobuf gen
- Broken locomotives that arent workcarts
 
                
                
                
                
                
             
         
        
            
            
            
                
                Rebake tutorial island terrain height map
Fixed tutorial island scene menu option not pointing to correct scene
Update foliage baker to use more accurate raycast based terrain sampling, this is too expensive for runtime foliage but since we generate this foliage at edit time we can get the placement perfect, fixes some floating foliage on tutorial island
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Another work around to priv checks with Vehicle_Large collliders
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                - Reverted Drawbridge LOD changes
- Ensure siege tower volumes parent sleepers
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Dont show building priv on vehicle large entities just because you are authed
- Add prevent building volume to constructable
 
                
                
                
                
                
             
         
        
            
            
            
                
                Prevent invalid hash error
 
                
                
                
                
                
             
         
        
            
            
            
                
                Siege tower:
- Remove unneeded checks on parenting volumes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Better trigger parent volumes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Dont allow pushing the siege tower if your parent entity is the tower
 
                
                
                
                
                
             
         
        
            
            
            
                
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                merge from analytics_voice_chat -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add analytics for how long a player spends talking
- include in client analytics
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added a new localization key for train yard's skip container, to avoid conflicts with 'skip' the verb in other languages
 
                
                
                
                
                
             
         
        
            
            
            
                
                Revert "Added 32bit holly lib"
It doesn't actually work, I was testing the 64bit version because the launcher auto selected it, oops
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Merge from peacekeeper_turret_hostile_warning_ui
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed some unneeded code, debug spam.