130,369 Commits over 4,201 Days - 1.29cph!
    
    
    
        
            
            
            
                
                IsTipping wont be called if tipped
                
                
                
                
             
         
        
        
            
            
            
                
                Split off IsTipping and IsTipped flags
Only enable is tipping if we are starting to tip and not when we are on the ground
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                If tipping over turn on a trigger to hurt players inside
                
                
                
                
             
         
        
            
            
            
                
                Siege tower now sets flag should it be tipped over
                
                
                
                
             
         
        
            
            
            
                
                Battering ram door prefab
                
                
                
                
             
         
        
            
            
            
                
                t1 smg balance and techtree
                
                
                
                
             
         
        
            
            
            
                
                - Added methods to check if siege tower is tipping over or has tipped
- Moved them into BaseVehicle
                
                
                
                
             
         
        
            
            
            
                
                Battering ram back door physics tests
                
                
                
                
             
         
        
            
            
            
                
                Add top secret hidden feature to wolves
                
                
                
                
             
         
        
            
            
            
                
                Fixed bug preventing loaded horses that are towing something from being detached
                
                
                
                
             
         
        
        
            
            
            
                
                - Ensured ride horse shows up first instead of tow/detach (again?)
- Fixed NRE with random.range
                
                
                
                
             
         
        
            
            
            
                
                - Improved rope tension values
- Fixed weird rope wind amplitude
- Tweaked wind values with some more randomness
                
                
                
                
             
         
        
        
        
            
            
            
                
                - Adjusted wind amplitude
- Adjusted connection points
                
                
                
                
             
         
        
            
            
            
                
                Fixed TransformLineRenderer NRE
                
                
                
                
             
         
        
            
            
            
                
                Enable horse siege harness if is towing flag enabled
                
                
                
                
             
         
        
            
            
            
                
                lowered guide mesh pivot to be the ground
rotated back door up
removed wheels off of rear door
                
                
                
                
             
         
        
            
            
            
                
                Fixed the siege harness in testridablehorse after the merge
                
                
                
                
             
         
        
            
            
            
                
                further marching cubes work
- separating sculpting data from marching cubes view through a sampling interface
- pruning pass after initial generation to merge duplicate vertex data (21k verts to 3k verts in current test setup)
- some vertex generation changes that would let us interpret non-boolean datasets better
                
                
                
                
             
         
        
            
            
            
                
                Battering ram constructable prefab stages
                
                
                
                
             
         
        
            
            
            
                
                switched jagged array lookup table to multidimensional, should play nicer with native code when I convert it later
                
                
                
                
             
         
        
            
            
            
                
                 merge rom dpv_player_animation_edit
                
                
                
                
             
         
        
            
            
            
                
                 merge from trainyard_water_tower_fix
                
                
                
                
             
         
        
            
            
            
                
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                 merge from train_caboose_disposal_error
                
                
                
                
             
         
        
            
            
            
                
                re-enabled flowMovementScale on kayak
                
                
                
                
             
         
        
        
            
            
            
                
                Applied PostIK to the updated SMG FX prefabs.
                
                
                
                
             
         
        
            
            
            
                
                Merge from ai_wolf_iteration
                
                
                
                
             
         
        
            
            
            
                
                Add placeholder wolf eating sounds
                
                
                
                
             
         
        
            
            
            
                
                Fix pragma restore 414 being in the wrong place
                
                
                
                
             
         
        
            
            
            
                
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                Updated battering ram entity path to models, added mesh decals scripts, switched gibs path
                
                
                
                
             
         
        
            
            
            
                
                Updating battering ram frame models
                
                
                
                
             
         
        
            
            
            
                
                Merge from ai_wolf_iteration
                
                
                
                
             
         
        
            
            
            
                
                Remove unused fields, redundant checks, and fix issue where compoosite transitions are not cloned properly
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Fixed ADS shell ejection anim event.
Mag eject event hits right when the mag scaling begins.
                
                
                
                
             
         
        
            
            
            
                
                Fixed above ground pool water being invisible inside canyons
                
                
                
                
             
         
        
        
            
            
            
                
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