111,318 Commits over 3,928 Days - 1.18cph!
Clipping check doesn't apply to parent objects
Line of sight checks when placing down the wire
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Hot air balloon compile fix
subtracting
101159 - sinceLastBlast compile
Update: Inlining PoolCollection::Fill implementation into Pool
In order for us to unify TakeX/FreeX custom methods into a single overload set, we need to unify their constraints. This removes one new T() call from 2 calls in PoolCollectionm which is first step towards removing new() constraint on PoolCollection(and instead preserving it on Pool APIs).
Also left a note about thread safety - luckily right now everything is used in a safe manner
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merge from shaky_legs_fix
merge from underwater_tweaks
Prevent bike parented objects from killing the player should the bike be stationary
merge from twitch_drops_delete_fix
Elevator Max Height Increase -> Main
merge from BurstClothTestBed
undoing some unintentional changes from merges
Simplification: avoid double hash calculation when pushing new elements into the Pool in editor
merge from zipline_improvements
Fix parenting issues
Don't allow throwing melee weapons while a shield is equipped
Controlling recorder window from code test.
Creating target gameobject test.
merge from audio_import_music_clips
Initial implementation work
Created placeholder item and entity
Item goes in backpack slot and will be automatically equipped when a valid held entity is equipped (enabled on salvaged sword for now)
Improved sidecar jitter. Use the full interpolation time for the sidecar angle.
Convert BiomeVisuals -> BiomeVisuals again, minus the moss prefabs
Fix renderer being added to root of BiomeVisuals2 when it's not in the default position
Removed unnecessary sidecar bike params
Fixed motorbike ragdoll force not being correctly clamped
Merge HelicopterParticleFix -> main
Fixed bike roll not applying while reversing, plus other adjustments to improve the feel of reverse in all bikes
More eager cancelling for cached server browser ping query
Directory + asset changes
Bikes steer less when reversing. The highly-forward steering bias makes them not steer too logically in reverse otherwise
Reduced pitch stab factor slightly
Was a little bit extreme. Made it 33% faster instead of 50%
Ground vehicle steering now returns 50% faster if the new target steer angle is opposite to the current steer angle. That is to say, if you're just releasing the turn key, it'll lerp back as before. If you're switching from turning left to turning right, or vice versa, it'll lerp 50% faster
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Adjust position of industrial adaptor and lock slots slightly to better fit the model
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