reporust_rebootcancel

114,128 Commits over 3,959 Days - 1.20cph!

Yesterday
merge from main/vclouds
Yesterday
Birdhouse Model, Prefab, deployable setup
Yesterday
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Yesterday
merge from main
Yesterday
fix cloud shadow map with new ground radius
Yesterday
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
Yesterday
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
Yesterday
turned wind off on HandcarFunc mat
Yesterday
Can now name electrical branches.
Yesterday
Swarm: - Better targetting system - Stop threshold - Steering behaviour
Yesterday
max menu scale to 0.7
Yesterday
merge from jungle foliage
Yesterday
extra strangler fig tree types to accomodate corners of buildings
Yesterday
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
Yesterday
Yesterday
Adding updated chicken animations
Yesterday
Third person animations for peace, love heart and camera frame gestures.
Yesterday
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.
Yesterday
UI prefab setup
Yesterday
Merge from main
Yesterday
Subtract 113075 (branch name) for now until I get chance to fix an issue.
Yesterday
merge from connect_language -> hackweek_modding_improvements
Yesterday
Include language in `GiveUserInformation` so loading messages can be adjusted (instead of having to wait for ClientReady)
Yesterday
merge from ddraw_perms -> hackweek_modding_requests
Yesterday
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
Yesterday
merge from can_throw -> hackweek_modding_improvements
Yesterday
Merge from main very latest now it's working again
Yesterday
Allow `canThrowAsProjectile` and `onlyThrowAsProjectile` be sent to clients for melee weapons
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
Added triangle and foundation splash bug tests, both failing
Yesterday
Merge from unity_editor_show_branch_name
Yesterday
merge from max_hp -> hackweek_modding_improvements
Yesterday
Ensure it works on players as well (since it overrides max health differently)
Yesterday
Cleanup
Yesterday
Allow max health to be networked from the server -> client
Yesterday
Rename from BranchTitleTest to BranchName. Add some enabled checks.
Yesterday
Merge from main
Yesterday
Disable a debug log
Yesterday
Merge from hopper
Yesterday
Small status widget update, break out vitals into a new prefab with tooltips and bigger progress bars
Yesterday
wheels actually spin - includes quick tool to create a parent for sibling transforms positioned at the centre of their render bounds
Yesterday
launch site factory trees set dressing
Yesterday
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Yesterday
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Yesterday
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Yesterday
If chickens are below 50% happiness they will slowly start to take damage, if above 50% they will slowly heal
Yesterday
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Yesterday
merge from bikes_damage_tweaks
Yesterday
merge from hotreload_serialiization_fix