12,859 Commits over 2,315 Days - 0.23cph!
Chickens now start producing eggs at 75% happiness (was 50%)
This aligns with the green smiley face on the status widget, so no green face = no eggs
Chickens now spawn with all of their needs between 20%-40% (was 40-80)
Don't allow chicken name changes from players that don't have building auth (still allow egg thefts though)
Merge from food_spoil_nre_fix
Use the condition bar on item icons to show food spoil progress
Fix both spoiled and non-spoiled models appearing briefly when meat dropped in the world spoils
Fixed a food spoiling NRE
Fixed some edge cases that would have resulted in food disappearing when it spoils if the container it was in was full
Merge from horse_handcuff_fix
Fixed not being able to mount handcuffed players to the new horse when it has a double saddle
Changed RidableHorse2 IsSwimming flag to Reserved13, was overlapping with HasDriver
Fixes permanently swimming horses
Merge from repair_bench_redirect_fix
Fixed being able to apply same redirect skin twice
Merge from repair_branch_redirect_fix
More init refactoring, should support proc gen placement now (in theory)
More save+load work
Fixed swings starting at wrong rotation briefly
Fixed arc calculation getting inverted after loading a save
Vine mountables now save and load
Hook up 3p anims
Move animation files into vine swinging folder
Change chair.static to use vine swinging anim for easier testing, animations appear broken
Adjust angle limits
Initial handling for trees being destroyed - nearby vines are notified and update their detination lists, will self destruct if no destinations are available
If a vine is parked away from it's home tree and that tree is destroyed the vine will swing back to to it's home tree
Better vine visual rotation handling, use burst cloth for now
Added the ability to throw a vine - sends the vine to the target destination without mounting it
Vine will now continue to it's destination if the player dismounts it mid swing
Rough process for preventing multiple vines from overlapping when parked
Remove VineSpawnPoint tag, parent tree now stores a list of vine spawn points
Don't mark the adobe stuff as hidden, easier for testing
Adjust the ladder trigger setup on the tree
Align to terrain when possible
New RepositionOnGroundMissing component, move objects down in the world instead of being destroyed when their underlying surface is destroyed
Reapply LookAtHealth changes
Possible fix for having to click twice to reskin an item in the repair bench if switching from a redirect to a workshop skin
Reworks a bunch of repair bench logic, still a bit of a nightmare
Removed old chicken assets (20 files, about 30mb)
Adjust alignment a little to match the railroad planter
Retake triangle planter icon, fixed alignment
Fixed warning spam when cooking food in the cursed cauldron
Fixed meat losing it's stack size when it spoils
Fixed hopper removing any item attachments from weapons/armour it picks up
The item contents should only be removed if the item is a backpack
Also added a few checks to ensure the rigidbody exists before trying to modify it (modded issue)
Check if player model exists before trying to assign skin variables
Fix small trophy player heads not appearing on first time player enters network range
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Harvesting tea now applies when gutting fish (will only affect the meat parts, not the bonus chance items like cloth, flares, bullets, etc)
Fixed harvesting tea accidentally applying 1.5x the resources, should be 0.5x
Fixed UI displays, is now in line with other harvesting teas