248,743 Commits over 3,959 Days - 2.62cph!
Merge from modding_prefabs
Fixed rotation for invis admin wall
Added two missing/unsaved tiled cube prefabs: brick_07 + glass_08
Possibly fix MainCamera NRE when entering/exiting game
Slightly adjust wooden shield back positions to not obscure the minicopter fuel gauge
Fixed some logic issues with the shield vm
Refactor shield handling into a static utility
Apply it to the legacy animals
Made new protection profiles for shield variants
Attacks from new wolves should now be blocked by the shield if the shield is raised and the wolf is in front of the player, will not block at all if the player isn't raising their shield
Fixed player arms animator layer getting stuck in aiming mode if player starts blocking while already crouched
Safety check for Large Shredder so we don't modify non kinematic rigidbodies and produce a warning
Merge from launcher reload bug
Support SoundHandle.Stop fade time, add Fadeout curve to control fading
Fixed not being able to reload again for a small window if the reload was cancelled via holstering/redeploying
Merge from cinematic_gestures
Fixed cinematic 'kick' and 'push' gestures sharing the same name in custom gesture wheel.
In unlikely case of ground projection spherecast starting inside geo, handle failure gracefully and keep the point unprojected
Handle sphere traces that start inside geo returning Vector3.zero as their impact point
Reduce wolf circle speed by 25%, make it so that the wolves uses multiple different speeds when closing the gap instead of zigzaging at full speed
Make wolves react more predictably to allies being hit, making packs of 3 more manageable with a bow
merge from fix_antihack_toast_reason -> main
When sending "Antihack!" toast to client, include the antihack reason that is blocking placement
- gives better information to bug reports
balancing
disabled achievements in easy mode
stopwatch lerp timescale up
bullet impact clouds, fix death cam zoom
fixes
Prevent wolf from jumping inside geo if the player is tip toeing on a platform/cliff edge
Reduce wolf vision range at night
Deck uses prefab references, not spawned GameObjects, only spawn in once delivered to a player's hand
Clarify loading phase text
Implement forward jump power stat, shuffle deck on generation
Don't need this anymore
Int health
This is also useless
Style fixes, cache buster
Fix code stretching mobile view
We don't need to limit the width of the toc
TableOfContents component
Load styles in the main layout again
Leaderboard backup, run #
15797
merge from fix_monument_scenes_osx -> main
Fixed backward compat for Authority attribute when specifying NetPermission. Ensure networking is cleaned up after game leave so any last-chance RPCs can be sent.
Change deck generation to be a bit smarter. Cards can specify a range of how many we want in a deck
Try to give a card to the last half's loser on preparation start
Actually include stats from direct connection / dedicated server with net_debug on
Merge from ai_wolf_iteration