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When a rigidbody is parented to another rigidbody, the child rigidbody actually inherits the velocity even while parented. Therefore the forced velocity change in OnParentChanging was actually doubling-up the velocity in those cases.
I've set it to NOT adjust the velocity in the case of the parent having its own rigidbody, and that's fixed it, apart from a remaining momentary jitter when entering and leaving the trigger (as seen here when the minicopter transitions across the wagon's trigger: https://files.facepunch.com/BillB/1b2311b1/Unity_qLfRWyks5e.mp4). I wonder if it's now a client interpolation issue.
Added a minimum triangle edge length to mesh trimmer options
Merge from build_server_optimization -> aux2
Time how long each prefab takes to prepare and log it after
SceneToPrefabTag now support specifying a non-final LOD index
Disable vehicle parenting on workcarts and locomotive (already disabled on wagons). We shouldn't really have this enabled unless we can get physics velocity to translate properly when entering/leaving the parenting zone.
Enabled vehicle parenting for all train car parent triggers
Fixed train collision triggers getting the wrong base entity if an entity with a rigidbody entered the collision trigger while parented to the train car.
Fix decal cull NRE when part of monument
Tell cars not to sleep if they're parented to another rigidbody. Mainly because Unity doesn't seem to allow it anyway (even if the parent rigidbody is asleep)
Set defines once per build rather than before + after each platform & asset bundles
Fix hud toggles not working in demos
layer.toggle, layer.show and layer.hide commands can now be run in demos
Merge from harmony_qol -> aux2
Typo in error message logging
Merge from media_projects
fix for standard-wind-specular
Updated rig models for all dog variants, lods.
Set the default clan logo to nothing instead of the FP logo
Allow stamping the clan logo onto signs in the paint UI
Fix clan async callbacks being called before clan info was updated
New caboose dressing prefab file, with furniture & lighting and fx.
Cleaned up temp files and junk.
Set encryption to default to 1 until EOS is fixed
Updated untamed AI design.
Fixed dogs not having a flee state.
Added an error log for when a brain tries to change to a state that's not in the state dictionary.
NRE fix / patch settings fix
Make the clan table an entity so we can press E on it to open the clan UI
Bug fix, passing wrong buffers.
merge from brain_refactor2
Add a minimum triangle size setting to MeshTrimmer, defaults to 0.1
Good for removing detail that won't be visible at long ranges, leaves some holes in geometry but it would be difficult to notice at a distance
Removes 50% of the geometry on supermarket HLOD with very little visual change
Added repel + damage triggers to locomotive and wagons, and re-enabled it for the workcart (was disabled in
59352 due to a bug).
Merge from hardcore -> aux2