255,112 Commits over 3,990 Days - 2.66cph!
Better natural beehive collider
Missing files: New Damage type
- Bees can no longer damage players in Hazmat suits
- Bee sting damage type
- Beeswarm Damage updates
- Beehive Damage updates
merge from fonts_fallback
Bunch of arabic font tweaks to fix the weird line spacing
Crafting menu: fixed item name overlapping with the workbench level in some languages
Ensure phrase gets translated when shown as a tooltip
merge from fonts_fallback
First pass on ragdoll for new chicken model
Instead of replacing the font fallback list entirely, just re-order it to use the currently selected language first
This ensures that texts using any font at any time can work properly (chat, language menu, any input field)
Merge from media_projects
Change all the hardcoded english strings to phrases
Converted mixing table and cooking workbench to rendererlods, normalised their cull distance
Added all fonts to the font fallback settings scriptable
Removed RobotoCondensed Hotkey TMP asset, was only used in the beltbar
Fish & skull ownership item prefab changes
Add ownership when gutting item from fish / crushing skulls
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merge fro io_research_table
Fix compile errors from item ownership
Optimized brick_corner meshes for lightmaps
Merge from item_ownership -> aux2
Updated the language selection dropdown to use proper fonts instead of fallbacks
wooden_floor_b_blend .meta
added wooden_floor_b blend material
https://files.facepunch.com/jason/1b1711b1/sbox-dev_VToHk5RuXf.png
Can damage any explosive to blow it up
Not sure how this can happen really, but okay..
eject_9mm uses our own 9x19 bullet casing instead of Rust
Tweaked eject particle direction, and mp5 vm eject orientation
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Use `FileWatch.SuppressWatchers` to prevent error spam while downloading library files.
Only download new/changed files when updating a Library, delete any that no longer exist, and download files in parallel.
Remove duplicate key to fix resource compilation
Fixed OnInspectorGUI NRE when clicking on a TMP sub mesh
Changed how we handle font fallbacks:
Instead of using a single fallback list, each language now has its own fallback list that gets applied when switching languages, defined in a scriptable object
This prevents some fuckery with strings using characters from multiple fonts
Example: a Japanese word that shared characters with the Chinese font ended up using 3 fonts: Chinese, Chinese Dynamic, and Japanese - now it just uses the Japanese font
Merge main -> aux2 (keep destination codegen)
Update: WaterLevel - rewrite WaterSystem GetIgnore serial chunk in batch form
This eliminates the other "jobify/batch" todo. Think I'll do a bit of cleanup, add more tests and get ready to merge to staging for stewing.
Tests: ran unit tests. Ran araound on craggy and checked a couple results of water checks.
Update: WaterCollision - add batch version for GetIgnore that does an overlap capsule test
Needed to get replace last serial chunk in batched WaterLevel.GetWaterInfos
Tests: none, compiled in editor
Update: GamePhisycs - added OverlapCapsule and CheckCapsure that use Unity jobs
Turns out I'll need it to support WaterCollision.GetIgnore(start, end...)
Tests: none, just compile