4,734 Commits over 762 Days - 0.26cph!
Fixed 'Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider' helicopter error
Prevent unecessary weaving fires
Try without generating the event keyword
Totally remove hash set used for queue and just encode the whole queue into a single uint. We can just send this as the header(since the current queue perfectly reflects the encoded data)
Send DemoTransientEntity once per queue instead of for each item in the queue
Move is server check to the queueing rather than sending method (more clear)
Update SourceGenerator DLL - better error messages
boomerang_anim_tweaks -> main
Finally displaying server listings. Tags working correctly.
Closer to a working browser. Basic tag setup.
Use correct page for browser (keep it isolated)
Optimised SyncAttribute searching on patching step
Fix train engine packing options
Handle syncvar equality checking in BaseNetworkable: having the method available there makes it easier to use intelisense
Remove excess protos on train engine
SyncVars (by default) will require a value to be changed before syncing over the network. Turning this off will sync everytime its changed, not every unique change.
Fix some logic errors in train sync vars
watergun_achievements_fix -> main
Route water splashable logic slightly differently so we can keep rad water logic preserved whilst allowing fun water cut offs
watergun_achievements_fix -> main
Let DoSplash bypass new splash logic on a per call basis
Liquid weapons no longer call the new DoSplash logic - just use the old Fun_Water system
simple_snow_usage -> main
Fix incorrect beehive boolean trigger
main -> simple_snow_usage
Added CompileSimulatorWindow - shows buttons to switch symbols / test compile (button colour feedback on pass/fail)
Prefer having visual buttons to click to encourage me to use it
compile_simulator_window -> main
Set pooling command to editor and listen server only. Let's us use server commands locally.
Codegen.
pooling_test_command -> main
pooling_test_command -> main
Wrap whole thing in client block instead
pooling_test_command -> main
Added a command to test for pooling NREs on the client by spawning and destroying an object locally one hundred times.
Ensure vine renderer is not null
vine_swing_dismount_fix -> main
Fix vine visual stopping moving when a player dismounts mid air.
Finished flag to ensure we have completed our swing
Remove vines the second a tree gets killed, rather than keeping them hanging around for a few seconds
Attempted fix for vines sometimes staying around (rendering) when the tree is killed
Force leaving queue and disabling the renderer when entering/leaving the queue
simple_snow_usage -> main
New Behaviour:
If we are nearly there then bring us to perfect temp, if we are freezing then bring us up to a moderate temperature
Less effective in temperate and desert biomes (not that you'd really need it)
Slightly increased happy range
Rename Beeswarm to Bee Swarm
Localisation
jungle_floor_cube_fix -> main
Ensure shadow is using the right model
simple_snow_usage -> main
If we have a low climate temperature ensure heaters always bring it up to the perfect growth rate. Makes snow bees viable