114,128 Commits over 3,959 Days - 1.20cph!
Birdhouse Model, Prefab, deployable setup
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fix cloud shadow map with new ground radius
fixed mount preview players not drawing legs in most cases
- re-assigend renderers to LODGroup in skin_legs.male.prefab, shouldn't affect anything else because we manage it separately from that anyway
- also added toggle for mount position/eyeposition handles on vehicles
better control of max speed of handcar (previously could reach the general max train speed), pumping speed is driven from both player input and track speed, better ik placement
turned wind off on HandcarFunc mat
Can now name electrical branches.
Swarm:
- Better targetting system
- Stop threshold
- Steering behaviour
merge from jungle foliage
extra strangler fig tree types to accomodate corners of buildings
Update: ServerProfiler - enable safety checks by default
- Also prefixed error logs to make it easy to identify where it came from
Tests: did 6 exports in editor, no false-positives
Adding updated chicken animations
Third person animations for peace, love heart and camera frame gestures.
Bugfix: ServerProfiler - don't emit thread tracks with only allocations in them
- Handle "legal" case where we don't have any method marks on worker threads after frame start timestamp
- Handle "legal" case where we get a thread profile for a thread that was stopped before the frame start
- Handle "legal" case where we get empty thread profiles due to method filtering
- Dead func removal
This can be a controversial choice, as allocations do happen there, but it's not something we can interact with because there's not enough helpful information about them(for example, what if we filter out entire thread methods?).
Tests: did 4 exports, wasn't able to find weird allocation records on different threads.
Subtract
113075 (branch name) for now until I get chance to fix an issue.
merge from connect_language -> hackweek_modding_improvements
Include language in `GiveUserInformation` so loading messages can be adjusted (instead of having to wait for ClientReady)
merge from ddraw_perms -> hackweek_modding_requests
Allow ddraw to work if you are client admin OR if it's the server sending the commands
- avoids modded servers having to mess with admin flags
merge from can_throw -> hackweek_modding_improvements
Merge from main very latest now it's working again
Allow `canThrowAsProjectile` and `onlyThrowAsProjectile` be sent to clients for melee weapons
Added triangle and foundation splash bug tests, both failing
Merge from unity_editor_show_branch_name
merge from max_hp -> hackweek_modding_improvements
Ensure it works on players as well (since it overrides max health differently)
Allow max health to be networked from the server -> client
Rename from BranchTitleTest to BranchName.
Add some enabled checks.
Small status widget update, break out vitals into a new prefab with tooltips and bigger progress bars
wheels actually spin
- includes quick tool to create a parent for sibling transforms positioned at the centre of their render bounds
launch site factory trees set dressing
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If chickens are below 50% happiness they will slowly start to take damage, if above 50% they will slowly heal
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merge from bikes_damage_tweaks
merge from hotreload_serialiization_fix