200,001 Commits over 4,140 Days - 2.01cph!
Character structural redesign
PlayerModel cleanup, optimizations and fixes
Island prefab setup and changes
World setup changes, editor script
More cleanup + can fly helicopters
Fixed world gen spawning everything at 11y
Added spawn transform to WorldSetup
Warmup player animators when they switch to enabled (fixes animation state when players become visible)
Merge from dangerous_optimizations
cave_small_hard layout and files
water visibility trigger debug code
fixed a couple of bugs in cave blocks
adjusted killing spikes rates for a total kill upon fall
Fixed box collider of local player being enabled after respawn (forcing player in random directions)
Fixed potential NRE in FootstepEffects
Reworked entity setup and collision. Basic spawning Added terrain layer.
Beep - Small collision fix
Grid now dynamically recalculates the needed number of cells of specified size to fit the world size
Hiding some options from Menu UI because they're buggy because Unity reasons?
Load / Save for truck def
Inventory WIP
fruit bush update (not using biome mats atm)
updated the spawn amount of caves
adding cave_medium_easy layout and files
Minor Senses.SimTick TimeManager.DateTime usage optimisation
Cleaned up some un-used members in FixedArray
UnitView backing field cache of Unit ref
EntityManager ticks EntityComponentSystems via a coroutine
greatly increased wake up noise threshold in an attempt to stop fuckers from waking up all the time
finally got this merge working, new bushes and a human controller bug fix, and something with the yams and garlic IDK what
Merging for restructuring experiment.
Hide out of date servers for real
Just moving vehicle files
fixed incorrect leaf texture assignment
Restored old EntityManager tick flow, commented out coroutine setup for testing
InfluenceComponentSystem.SecondsPerSimTick increased to 30 from 10
Goal.Craft's DSE uses Craft Desire Weight as bonus