255,072 Commits over 3,990 Days - 2.66cph!
Third person animations for peace, love heart and camera frame gestures.
Bugfix: ServerProfiler - don't emit thread tracks with only allocations in them
- Handle "legal" case where we don't have any method marks on worker threads after frame start timestamp
- Handle "legal" case where we get a thread profile for a thread that was stopped before the frame start
- Handle "legal" case where we get empty thread profiles due to method filtering
- Dead func removal
This can be a controversial choice, as allocations do happen there, but it's not something we can interact with because there's not enough helpful information about them(for example, what if we filter out entire thread methods?).
Tests: did 4 exports, wasn't able to find weird allocation records on different threads.
Add DefaultGrabbable so we can set the held item immediately
Subtract
113075 (branch name) for now until I get chance to fix an issue.
Add toggle mode for hand input, grip/trigger pressed/released detection
merge from connect_language -> hackweek_modding_improvements
Include language in `GiveUserInformation` so loading messages can be adjusted (instead of having to wait for ClientReady)
merge from ddraw_perms -> hackweek_modding_requests
Allow ddraw to work if you are client admin OR if it's the server sending the commands
- avoids modded servers having to mess with admin flags
merge from can_throw -> hackweek_modding_improvements
Merge from main very latest now it's working again
Allow `canThrowAsProjectile` and `onlyThrowAsProjectile` be sent to clients for melee weapons
Added triangle and foundation splash bug tests, both failing
Merge from unity_editor_show_branch_name
merge from max_hp -> hackweek_modding_improvements
Ensure it works on players as well (since it overrides max health differently)
Allow max health to be networked from the server -> client
Rename from BranchTitleTest to BranchName.
Add some enabled checks.
Small status widget update, break out vitals into a new prefab with tooltips and bigger progress bars
wheels actually spin
- includes quick tool to create a parent for sibling transforms positioned at the centre of their render bounds
launch site factory trees set dressing
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electrical enclosures assets
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initial commit
player input/rotation
player walk anim
networked player prefab
player dresser
trigger overlapping
repel flag
thing class
thing pushstrength
zombie prefab
zombie movement
If chickens are below 50% happiness they will slowly start to take damage, if above 50% they will slowly heal
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merge from bikes_damage_tweaks
merge from hotreload_serialiization_fix
merge from batteringram_fixes
merge from fleck_memory_fixes
Farmable chickens now take damage and drop corpses like regular chickens
Don't serialize NodeInput.Subgraph since the field is only needed during the compilation process.
Fix connections to Result node not always serializing in ShaderGraph
Use correct PropertyInfo when generating Result inputs
Use DisplayName for DisplayInfo in Result node
Names
Added a slot for produced eggs in the chicken coop loot panel
Chickens now lay eggs periodically if they are happy (randomised, so the happier the chicken the more eggs)
Added a slight tint colour randomisation to each chicken (experimental)
Leaderboard backup, run #
17525
Highlight updated threads
Highlight new posts in the thread list
Nicer post timestamps
Anim source backups for peace, love heart and camera frame VM gestures
Peace, love heart and camera frame gestures (viewmodels)
https://files.facepunch.com/paddy/20250211/Unity_LZyBNqbgAD.mp4
More cloud setup.
Radius shrunk from 6mil to 60k to get the horizons & sunsets better.
Fix args buffer, and add simple UVs to procedural vertex function