115,380 Commits over 3,959 Days - 1.21cph!
Collider tweaks for food cache static prefabs
- Get a collider on the new model and setup
- Sort out basic animator
- Setup realmed removed for the new setup
Better fail message for blocker and door controller tests
drawbridge wip anims and set up controller/avatar
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Updated anchor point for medieval door single static prefab
Removed colliders on static berry bush prefabs (not needed for static variants)
wip drawbridge greybox and anims
merge from hackweek_automatedtesting
Removed nunit.framework refs
RPC & Protobuf for server to send custom phrases
Add support to Translate.cs for additional translate files to be added from the server
- additional translations will always apply after the built-in ones
Merge from triangle_planter
Update description
Update socket names
merge from main -> hackweek_modding_improvements
merge from protobuf_skip_default_fields_2 -> main
Accidently included the codegen exe with hardcoded arguments (when testing)
Reduced cook time to 1 second
merge from cui_button_colors -> hackweek_modding_improvements
Fix CUI test "Exit" button being covered up by the UpdateTestLabel
merge from hackweek_automatedtesting
nunit.framework preserve in link.xml
- Prefab cleanup (split client + server nicely)
- Add temporary bee buzzing sounds to beehives, natural hives and swarms
cooking workbench model and textures
Allow the color when a CUI button is hovered to be changed
- string `normalColor`
- string `highlightedColor`
- string `pressedColor`
- string `selectedColor`
- string `disabledColor`
- float `colorMultiplier`
- float `fadeDuration`
Can now cook Honeycomb in a furnace to produce Jars of Honey quickly
- Changed honeycomb stack size to 100
- Removed logs
Trees call combat entity die on tree destruction rather than kill
merge from dropped_item_name -> hackweek_modding_improvements
fog adjustment, remove commented out stuff
merge from hackweek_automatedtesting
Fixed manifest failing to generate when we have any other define symbols than CLIENT SERVER
Fix items dropped on ground not using their server-sided name
merge from hackweek_automatedtesting
Added UNITY_INCLUDE_TESTS to the define symbols so nunit assembly are present in the build
Splashable water items actually increase the wetness value of the attacked player
Swarm will keep attacking a player until they pour water on themselves via buckets, water guns or the ocean. If so then egress and fade out
merge from hackweek_automatedtesting
Fixed test runner not loading the test list correctly
merge from draggable_cui -> hackweek_modding_improvements
Reapply brace in correct place
Subtract previous fix for BaseEntity.saveload.cs
merge from hackweek_automatedtesting
Fixed test list export failing on startup
torch - initial 3p anims and prefab updates