130,397 Commits over 4,201 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Fixed flame positions and prevent building blockers on cooking workbench
                
                
                
                
             
         
        
            
            
            
                
                Merge from chicken_update
                
                
                
                
             
         
        
            
            
            
                
                Fixed sleep animation
Fixed chickens not moving again after sleeping
                
                
                
                
             
         
        
        
            
            
            
                
                Fix broken nucleus grades
                
                
                
                
             
         
        
        
            
            
            
                
                - Hurt trigger changes (beehive)
- Hurt trigger changes (beeswarm)
- Nucleus item type changes
                
                
                
                
             
         
        
            
            
            
                
                Merge from chicken_update
                
                
                
                
             
         
        
            
            
            
                
                Fixed Beehive inside/outside check
                
                
                
                
             
         
        
            
            
            
                
                Hooked up idle sfx, doesn't look like the chicken had event driven sfx on any other animations
                
                
                
                
             
         
        
        
            
            
            
                
                Placeholder beehive crafting costs
                
                
                
                
             
         
        
            
            
            
                
                - Added chance for hives to spawn on other oak trees
- Bee grenade requires nucleus to craft
- Client compile errors
                
                
                
                
             
         
        
        
            
            
            
                
                Ensure Bee Grenades prefabs reference the correct things
                
                
                
                
             
         
        
            
            
            
                
                - Basic entity setup
- Spawn Bee Swarm on explode
- Copy/Paste of Flashbang
                
                
                
                
             
         
        
        
            
            
            
                
                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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                Updated the language selection dropdown to use proper fonts instead of fallbacks
                
                
                
                
             
         
        
        
            
            
            
                
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                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
                
                
                
                
             
         
        
            
            
            
                
                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
                
                
                
                
             
         
        
            
            
            
                
                Re-run protobuf generation
                
                
                
                
             
         
        
        
            
            
            
                
                merge from main -> item_ownership