12,618 Commits over 2,284 Days - 0.23cph!
Increased width of vines to 0.3m (was 0.1m)
Merge from miner_hat_skin_fix
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Merge from codelocked_crate_lod_fix
Reset the vine position to it's origin when loading a save
Adjust proc gen settings for vine trees
Decrease topology range around tree for more jungle foliage
Vines swings now need to be greater than 7m
Fixed codelocked hackable create visuals not marked as dynamic, causes LODs to misbehave
Merge from easter_event_2025
Event bags will now attempt to spawn loot into the belt bar if the main inventory is full, will still drop in the world if both are full
FIxed flamethrower displaying "shield compatible" in it's information panel (it isn't, just a UI issue)
Fixed name label missing on small hunting trophy
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Fixed item condition bar on item icons not always updating correctly when moving items
Fix not being able to see clothing with GameObjectLOD in the player preview (ox and tiger mask)
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Switch some more colliders over to the proper collision version (cranes)
S2P both harbors
Fixed condition bar on item icon not displaying correctly for items that have been repaired
Possibly fixed the read/write errors on some colliders
Added a few tooltips to the editor
Added zoom modifier field to skinnable object, affects the default zoom of the camera in the workshop editor
Modified bear rug as an example
Added server.spawnvinetrees, will skip the vine trees during proc gen unless this is enabled
Needs to be set at boot, will do nothing after proc gen has processed
Fixed vine tree not getting randomised rotation
Improved initial rotation of vines, fixes camera snap the first time a player uses a vine
Replace the vine renderer with a super simple line renderer (keep the old one as a prefab, can be swapped out)
Rework vine spawning locations, now just spawns at a given height and radius
Added the ability for ladders to require the player to look at the vine to climb it, prevents player going into ladder climbing mode if they strafe into a vine swinging tree
Don't spawn trees in rivers
Very rough looking vine extending logic
Increase max distance of vines by 10m, rework vine swing spawn location
Added forestside topology 12 units around the vine tree to stop other trees spawning too close to the vine tree and blocking movement
Possible fix for string pool warnings - ensure we use lower case bone names at runtime when looking in the string pool
Reapply spawn point change
Add debug.vineswinginghighlight command
Add more vine spawn points around the top of the tree
Adjust the vine visual length based on how far it has to reach, fixes vines being usable but not looking usable due to the vine not reaching far enough
Added debug.vineswingingreport convar, prints out info about the vines on the server
Don't cancel the current looping gesture if the player attempts another legacy gesture (eg. dropping item)
Scaled down chicken coop by 10% and raised it slightly
Fixes bits of the coop sticking through the floor below, preventing ceiling placement below (and it looked bad)
Added a snapping point (like the planters)
When snapped to a floor/foundation piece the chicken coop is now small enough to be full enclosed by walls
Merge from softcore_update
Added ingame changelog to the softcore game mode
Added a forceUpdateIfDisabled option on AnimationFlagHandler
If an animator wants to change flag but is disabled (due to lodding) this enables the animator for 2s to let it update it's state and then disables the animator
Has correct handling for the case where a player crosses into the LOD distance during that 2s
Applied to all rustige eggs
Merge from softcore_update
Fixed args error when attempting to invite players to a team while the team is full (use ShowToast method instead of running command)
Fixed miner hat losing applied skin when turned on/off
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