128,909 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                Instead of replacing the font fallback list entirely, just re-order it to use the currently selected language first
This ensures that texts using any font at any time can work properly (chat, language menu, any input field)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from media_projects
 
                
                
                
                
                
             
         
        
            
            
            
                
                Change all the hardcoded english strings to phrases
 
                
                
                
                
                
             
         
        
            
            
            
                
                Converted mixing table and cooking workbench to rendererlods, normalised their cull distance
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added all fonts to the font fallback settings scriptable
Removed RobotoCondensed Hotkey TMP asset, was only used in the beltbar
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fish & skull ownership item prefab changes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add ownership when gutting item from fish / crushing skulls
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Updated the language selection dropdown to use proper fonts instead of fallbacks
 
                
                
                
                
                
             
         
        
        
            
            
            
                
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█▌▊'▆ ▋▆▍▆▆ ▄▄▄▊ ▋▇▉█ ▌▊▄ ▊▆▋▅▊▍▍▊▍▉▆█▋▊▋▇▅█ █▄▌▍ ▄▇ ▅▋▇ ▆▋ ▍ ▅▄▇▍ (▋▅▄ ▉▉▋ ▇▆▆▋▋▊▇ ▍▄▄)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed OnInspectorGUI NRE when clicking on a TMP sub mesh
 
                
                
                
                
                
             
         
        
            
            
            
                
                Changed how we handle font fallbacks: 
Instead of using a single fallback list, each language now has its own fallback list that gets applied when switching languages, defined in a scriptable object
This prevents some fuckery with strings using characters from multiple fonts 
Example: a Japanese word that shared characters with the Chinese font ended up using 3 fonts: Chinese, Chinese Dynamic, and Japanese - now it just uses the Japanese font
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: WaterLevel - rewrite WaterSystem GetIgnore serial chunk in batch form
This eliminates the other "jobify/batch" todo. Think I'll do a bit of cleanup, add more tests and get ready to merge to staging for stewing.
Tests: ran unit tests. Ran araound on craggy and checked a couple results of water checks.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: WaterCollision - add batch version for GetIgnore that does an overlap capsule test
Needed to get replace last serial chunk in batched WaterLevel.GetWaterInfos
Tests: none, compiled in editor
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: GamePhisycs - added OverlapCapsule and CheckCapsure that use Unity jobs
Turns out I'll need it to support WaterCollision.GetIgnore(start, end...)
Tests: none, just compile
 
                
                
                
                
                
             
         
        
            
            
            
                
                Re-run protobuf generation
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                merge from main -> item_ownership
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                - Make 1 honeycomb every 5 minutes
- Multiply growth rate by nucleus grade. Grade 2 is 50% faster. Grade 3 is 100% faster
- Another balancing pass on XP
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                ▇▌▆'▉ ▇▆▅▌▇ ▉▆▅▄█▉▆ ▅▅▋▊▉▌ ▋▋▄█▍▊ ▄▇▋█▇▆▄ ▍▍ ▌█▆▄▅▉▌ ▍▇ ▌▌█▌ ▆▇'▅ ▋█▉▅██▌▆ █▋▄▋▌▋▋█▊▆
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed beehive not generating honeycomb
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Made fancy display showing current xp of nucleus and xp required for the next level up
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed info and loot panel issues
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_junkpile_despawn_delay -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed weird colour issue on panel
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_optional_protobuf_effect -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
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                ▅▍▆▇▌█▊ ▌▅▌ ▌▇▅▆ ▉▍▍ ▍█ ▌▆▇▄▆▅▄▇█▆▆: ▄▋▇▄▉ ▉▊▄▋▉▇▇▌▋▊▉ █▊█▉▅▋▍▋▇ ▌▌▍▆▌▅▆ ▉▌▋▄▄ ▅▋▄▇ (▍▅▍█▌▉▇ ▉▉ ▉▊▄▋▅▆ ▌▊▊▋)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from cosmetic_flowers
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix explosion effects being spawned in center of the map
- ensure all fields of Effect that used to be reset by protobuf deserialization are reset when Clear() is called
 
                
                
                
                
                
             
         
        
            
            
            
                
                Enabled disabled LOD renderers.
Set lod distances.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: When spreading WaterInfo results, prevent trying to do a sawp between same indices
- This leads to invalidating WaterInfo, which returns invalid info
I need to extend tests to do checks with Entities, as this case/branch isn't covered currently
Tests: enabled parallel player updates and logged cached water checks - now it returns valid water where expected.
 
                
                
                
                
                
             
         
        
            
            
            
                
                bamboo scaffold test and textures
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from cosmetic_flowers
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added DLAA back to the graphics menu for testing the AMD crash
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Bugfix: replace Temp allocators with TempJob allocators for physics jobs
- Added misisng resource cleanup
This partially fixes test failures.
Tests: ran the WaterLevel test checks
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from presets_editor/quality
 
                
                
                
                
                
             
         
        
            
            
            
                
                Downscale claw decal textures, increase normal map intensity
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added some tooltips to hive info
 
                
                
                
                
                
             
         
        
            
            
            
                
                chicken coop progress 
refined materials, renamed
UV2 ao - lookin' juicy
 
                
                
                
                
                
             
         
        
            
            
            
                
                initial grid setup
- common job-friendly QueryGrid structure that also replaces the checks made in WaterVisibilityGrid, they would still need to be followed up by physics queries though
- needs cleanup
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: WaterLevel.GetWaterInfos - replaced a serial GetWaterInfoFromVolumes call with a batched one
- should save us time by parallelizing physics checks, if they do get used
This removes one of 2 "batch" TODOs in the method.
Tests: ran unit tests, some are failing - will fix next.