135,018 Commits over 4,324 Days - 1.30cph!
Fix for terrain margin bug
▉ ▊▋▅▍▆ ▉▇▍▊▊▄▉▇▊█▄▉▍▉▆▋ ▍▌▉▉ ▊▍▋ ▌▌▋▆▄▌
Show active boost count in "Boosts Active" notification.
Show remaining boost durations when hovering the boost icon on the character screen.
Improvements to transparent detail shader
Added shader that allows a detail layer on top of a transparent material.
Mixing table crafting cost changes
Roofs cost the same as floors (build + upkeep) since they also have the same health
Square / triangle roofs no longer try to join when placed next to each other in a straight line (only triangle / triangle will)
Properly fixed adding/removing ports
▆▉▍▅▉▄ ▆▇▅▉▇▅ ▍▄▌▊▅ ▌▉▅ ▇▇▊▄▅▉▊ ▆▌▉▋▄▊▊▍ ▆▅▉▆ ▍▅▌▆█▋▉▋▇ ▉▆▅▊ ▇▉ ▄▍▍▍ ▄▄▇▍▉▊▌▆ █▆▅▉ ▉▉ ▊ ▉▍▉▄▅▆▉▋ ▇▋▉█
▆▍▉▋ ▊▆▇▇▍▋▌▉▉ ▄██▇▊█▇▄▌▆ ▇▍▆▍▄▆▍▍▉ ▌▊▆▅█ ▆▍▋▊ ▆▅▆ ▋▌▄▆▇▄ ▍▋▌▅▊▇▊ ▆▋█▇▇▄▍▌▇▋▍▋▆▍ ▅▋▊▊▌ ▋▄▉▅ ▅▊▊▆▄▆▊ ▋▍▌▉ ▆███ ▇▅ ▅█ █▅▅█ ▅▄▌▄▆█▌▊▊▊▊▇▊▊▌▍▉▊▍▄ ▍▊▋▊▆▆ ▇▊▉▊ ▅▄▄▅ █▅ ▆▆█▆▅▅
Fix car pushing no longer working properly due to the new handbrake system (#52873) + moved the push code.
Make the light calculation methods of GrowableEntity static so we can call it from PlanterBox
▊ █▄▊█▌▅▌▇▍▅▊▅█ ▍▆▆▉▇▇█▊█▉█
Fixed modular car engine performance not being recalculated when the engine is repaired (regression in #53163).
mixing table, tea, and berry sounds
█ ▋▌▇▋▊█ ▌▉▋▋▍▄▇▋▉▊▌▅▄▊▅██▌ ▅█ ▆▆ ▄▍▊█▇█▋▇▋▄ ▉▆▅▌ ▍▍▅ ▇▅▇ ▉▊▋ ▌▌█ ▇▆▇▉▉▅▅▉█▌▅▉ ▊▍▍▅▍▋
Military tunnels & related WIP.
Anchor / Oar / Barrel decorations.
Models; Lods, Col, Prefab and materials.
Removed greater and superior tea tiers.
fixed layering issues on the mixing table causing ground watch to fail
▇ ▇▆▊▅ ▊▌▌▉ ▋▌▋▉▅▅ ▉▇▌▍▍ ▉▅▄▊▄▍▉ ▆▄▊▍▉ ▆▅ ▊▇▋ ▆▊▄▄▍ ▆▄ ▋▄▊ ▍▉▉ ▋▅▄▆▌▅ ▇▉▉▅▄ ▉▋▍▌▇▉▇▉▋▌ ▄▅▍ ▍▉▍ ▍▍▄▇ ▊▋▉▍▋█▍▆ ▉▄▅▊▉▍▉ ▅▇▆ █▉▆█▋▊ ▊▍▅▇ ▆▅▇▊▉▋█▌▆▍▄▌▉▄▄▊▊ █▊▍▇█▉▋▉█▅ ▅▍▌▇▌▇▊ ▄▇▋▉ ▄▌▉▊▍▇ ▆▉▄▅█▅ ▄▆▇▅ ▍▌▊▉ ▄▅▉▆▌ █▊▆▉▍▄▋▍▅▇▌█ ▋█▆ █▄█ ▍▋▌▌▄▉▅▊ ▅▊▅█▍▆▆ ▌▉▊▄▍▄▄ ▊▆▌▍█▊▆▇▇▄▄▊▉
Reduced bone arrow thickness
Fixed getting dismounted while flying low over AirWolf on HapisIsland
Fixed supply drop flying away after getting hit by projectiles
merge from /main/stairs_upkeep_fix
█ ▍▋█▇▉▅ ▆▋▆▋▄▆ ▇▊▅ ▄▉▉ ▅▉ ▉▉█▊▇▋ ▍▌▉ █▉▅▋▇ ▋ ▇▄▄█▉▌▊▇▌▌
Removed odd meshes from twig gibs
fishing nets
walkway fishing crane
fix berry plant mesh mismatch during crossbreed
Merge from summer_dlc_skin_reassignment
menu background video update
Revert the changes in
53372 - Cars are now cheaper to repair on the lift vs. the hammer again, with hammer going back from 20% to 50% cost (sorry).
fixed cave small easy missing culling volumes
T1 vehicle parts crate now spawns two vehicle components
▉▍ ▌▌▊▊▉▋▊▍▆▋▉▉ ▋▉▌▄▄▉ ▇▇▊█▍ █▄█▅▌▅ ▄▇▇█▍
Added a budgeted update for growable entity calculations so performance cost should be uniform regardless of server farm density (0.25ms default)
Only update water quality when hit by a sprinkler
Remove gene caching
Previously I'd observed that wheel colliders were occasionally preventing the modular car rigidbody from sleeping, even with a forced sleep call and having motorTorque and brakeTorque set to zero. To counter that, I was simply disabling them entirely when the rigidbody went to sleep. However, that caused a surprising new bug: If you shot a sleeping car with a rocket, it would correctly wake the rigidbody, but the act of the wheels waking up as well would completely cancel the rocket explosion's force [because Unity], meaning the car didn't move.
I've now determined that it was the steering being non-zero that was preventing sleep [because Unity], so I've removed the disable/enable for wheelcolliders and set steerAngle to zero on sleep as well, which lets sleep work correctly, and explosion forces on sleeping cars now work again.