119,026 Commits over 4,018 Days - 1.23cph!
drawbridge wip anims and set up controller/avatar
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Updated anchor point for medieval door single static prefab
Removed colliders on static berry bush prefabs (not needed for static variants)
wip drawbridge greybox and anims
merge from hackweek_automatedtesting
Removed nunit.framework refs
RPC & Protobuf for server to send custom phrases
Add support to Translate.cs for additional translate files to be added from the server
- additional translations will always apply after the built-in ones
Merge from triangle_planter
Update description
Update socket names
merge from main -> hackweek_modding_improvements
merge from protobuf_skip_default_fields_2 -> main
Accidently included the codegen exe with hardcoded arguments (when testing)
Reduced cook time to 1 second
merge from cui_button_colors -> hackweek_modding_improvements
Fix CUI test "Exit" button being covered up by the UpdateTestLabel
merge from hackweek_automatedtesting
nunit.framework preserve in link.xml
- Prefab cleanup (split client + server nicely)
- Add temporary bee buzzing sounds to beehives, natural hives and swarms
cooking workbench model and textures
Allow the color when a CUI button is hovered to be changed
- string `normalColor`
- string `highlightedColor`
- string `pressedColor`
- string `selectedColor`
- string `disabledColor`
- float `colorMultiplier`
- float `fadeDuration`
Can now cook Honeycomb in a furnace to produce Jars of Honey quickly
- Changed honeycomb stack size to 100
- Removed logs
Trees call combat entity die on tree destruction rather than kill
merge from dropped_item_name -> hackweek_modding_improvements
fog adjustment, remove commented out stuff
merge from hackweek_automatedtesting
Fixed manifest failing to generate when we have any other define symbols than CLIENT SERVER
Fix items dropped on ground not using their server-sided name
merge from hackweek_automatedtesting
Added UNITY_INCLUDE_TESTS to the define symbols so nunit assembly are present in the build
Splashable water items actually increase the wetness value of the attacked player
Swarm will keep attacking a player until they pour water on themselves via buckets, water guns or the ocean. If so then egress and fade out
merge from hackweek_automatedtesting
Fixed test runner not loading the test list correctly
merge from draggable_cui -> hackweek_modding_improvements
Reapply brace in correct place
Subtract previous fix for BaseEntity.saveload.cs
merge from hackweek_automatedtesting
Fixed test list export failing on startup
torch - initial 3p anims and prefab updates
updated 3p ak deploy to remove jitter
Fix apple pie tin mat variant.
Restore original pie tin material settings.
Convert the enum to an int since RPCs don't like bytes either