193,266 Commits over 4,049 Days - 1.99cph!
Add support for offsetting the mesh trimmer process
Added missing ladder volumes to the loot wagon
Removed extra TrainWagonA ladder volumes
Moved all train car ladder volumes under the Shared GameObject
Fix some issues when using mutliple HLOD's on large monuments
Fixed missing train car assignments
Removed duplication in train audio code. TrainEngineAudio is now a subclass of TrainCarAudio.
Show estimated arrival times for ferries on a sign at the ferry dock
Merge from zipline_trees (trees should no longer spawn in places that will block ziplines)
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Merge from hardcore -> aux2
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Sleeping bag messages as toasts, localization for them & toasts support formatting
fix for gsd_owned's broken fur
Cache door navmesh obstacle and toggle it with door open status
Improvements to underwater effects
Adding a string array when building command will add each arg individually to the command
Cherrypicked: Use stringbuilder when building commands, optimize quotesafe
Chat message once you hit your bag limit
monument navmesh gen tool test
If the Place Monument component has no monument assigned, don't try to place it.
Fixed Jump and Duck buttons not working in demos to switch between first person spectate targets
Fixed some cases where the body mesh could remain visible when switching between players in a demo while spectating
Fixed some crosshair issues when switching between players in a demo while spectating
Merge PerentVelocityInherit -> Main. Train wagons now support parented vehicles correctly, and velocity is correctly retained.
When a rigidbody is parented to another rigidbody, the child rigidbody actually inherits the velocity even while parented. Therefore the forced velocity change in OnParentChanging was actually doubling-up the velocity in those cases.
I've set it to NOT adjust the velocity in the case of the parent having its own rigidbody, and that's fixed it, apart from a remaining momentary jitter when entering and leaving the trigger (as seen here when the minicopter transitions across the wagon's trigger: https://files.facepunch.com/BillB/1b2311b1/Unity_qLfRWyks5e.mp4). I wonder if it's now a client interpolation issue.
Added a minimum triangle edge length to mesh trimmer options
Merge from build_server_optimization -> aux2
Time how long each prefab takes to prepare and log it after
SceneToPrefabTag now support specifying a non-final LOD index
Disable vehicle parenting on workcarts and locomotive (already disabled on wagons). We shouldn't really have this enabled unless we can get physics velocity to translate properly when entering/leaving the parenting zone.
Enabled vehicle parenting for all train car parent triggers
Fixed train collision triggers getting the wrong base entity if an entity with a rigidbody entered the collision trigger while parented to the train car.
Fix decal cull NRE when part of monument
Tell cars not to sleep if they're parented to another rigidbody. Mainly because Unity doesn't seem to allow it anyway (even if the parent rigidbody is asleep)