12,984 Commits over 2,831 Days - 0.19cph!
Possible fix for AnimationFlagHandler NRE
Realigned ladder collider on vine tree, possibly fixing rubber banding when climbing
Minor optimisations to SirenLight - replaced it's Update loop with an Invoke
Fixed BindSubsurfaceProfile MaterialPropertyBlock overwriting the property block of the renderer it modifies
Fixed players briefly sticking to tree if they were climbing while the tree was destroyed
Double vine swinging tree health
More prefab setup for new mesh collider, X marker minigame mostly working (decal not rendering in a few spots)
Lowered the top prevent building radius on vine swinging trees, can still place high external gates but can now only do about 3 floors underneath them
If a vine is disrupted by a collision and it is within 2m of it's origin point, revert the player to the starting position as it's likely they will not be able to safely dismount
Fixed texture distortion at end of vine line renderer (set numCapVertices to 0)
Removed old rigged bone vine tests
Fixed vine tree stump respawning with players in range
Fixed missing sfx on vine tree
Safety check in UpdateProgress
Some better initial rotation handling
Added new descend option when a vine is on it's home tree, drops the player to the ground safely
Hide branches when a tree is chopped down
Double how low the vine swing travels to the ground (was -5m from the vine start point, now -10m)
Fixed time scale set to 2.7 by default in TimeManager
Play the vm release animation, delay the vm being holstered for 0.2s after dismounting
Fix 3p player animation speed set to 0
Show arrow for all possible destinations when looking at a vine
Added ability for ladders to require jump to mount
Enabled on the bottom ladder volume of the vine swinging tree, meaning players will need to jump to start climbing the vine tree but the upper portion of the tree will still behave like a normal ladder
Adjust prevent building volume around vine trees to be smaller at the bottom, same size at the top
Allows more building around the trees, and has enough clearance for a high external gate
Fixed trees not respawning
Added debug.respawnvinetreesinradius
Fix vine viewmodels appearing for all players in network range when someone swings on a vine
Fixed egg not hatching if server is restarted after egg was inserted
Dramatically increased the rate that the sunlight stat increases on chickens
Merge from flamethrower_shield_fix
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Increase maximum vine swing distance from 35 > 45m
Merge from vine_launch_refactor
Refactor vine launch point so each launch point isn't an entity
Shaves 3 separate child entities off every vine tree