111,238 Commits over 3,928 Days - 1.18cph!
New: console command to report bot count on the server.
Tests: loaded into 3.5k procgen world and used the command
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Remove wolf hat effect on wolves, as it's one of the most common hats it would affect wolves all the time
set dayaans material values to the default, tweaked tiling of cracks slightly, tweaked ice colour to be a bit more blue in anticipation of the ice_composite texture consisting of R - albedo G - Height - B - Smoothness - A ao. Old textures can now be removed once Dayaan has hooked up the new texture
merge from fix_lod_camrea_nre -> main
Try fixing LOD camera NRE again
toast to show if you're trying to edit a sculpture while it's locked
any edited sculpture shows picture CornerIcon in UI
merge from fix_lod_camera_nre -> main
Fix NRE when LOD is calculating on main menu but no cameras are spawned
Added emission fresnel to xmas lights
Ice shader: screensize and edge length now factor into tessellation
Possible horse server fix
Stomp local version of BatteringRam.cs with version from primitive branch
Protobuf, manifest, codegen
Merge from main/primitive
Codegen, manifest, protobuf, etc
Merge from shields (new branch to collect all primitive stuff in one spot for media)
Restored the 2px gap between vital bars
Fixed player hitting their own shield when crouching and melee attacking
Added a OnPlayerClothingChanged client side callback to HeldEntity
Backpack meshes will now be enabled when a shield is equipped and disabled when the shield is holstered
Fixed a case where shooting while crouched would sometimes result in the player shooting their own shield, applying damage to themselves in the process
Shield vm animator can now go straight to block from the melee attack end state
Merge from shred_helicopters
Manually kill the players in a vehicle earlier in the shredding process so they don't end up getting kicked for being under the terrain in some cases
Merge from monument_scenes_renderlod_fix
-Ballista low poly model update
-Ballista UV's
-Ballista Materials
-Ballista WIP Textures
vendor_stats_fixes -> main
Fixed a bunch of issues with single entry placement after changing scaling
- Ensured everything is in local time
- Setup methods to process into 12 hour time
Fixed terrible scaling on stats menu
Added 12 and 24 hours options to timescale
Add bark and footstep audio to new jump anim
siege tower ladders lod and x form fixes. wheels added to guide mesh
Reduced car radio to T1 workbench and crafting time to 15 seconds.
Fixed HLOD disabling meshes too early in the monument load process causing the RendererLOD to initialise with shadows disabled
Percentage based shadow distance. Still enforcing previous shadow distances based on cascades for workarounds.
Stripped out the initial towing test code