108,036 Commits over 3,867 Days - 1.16cph!
manifest.json and packages-lock.json
Add ProjectSettings/MultiplayerManager.asset to SCM
disabled_halloween24 -> main
Disable Scarecrowpopulation
Updated collectables
Removed bone collectable
Frank default table craftable disabled
Disabled portals
Update: Invoking of profiler method annotation filter works
- Instead of hooking in we rely on Unity's assembly initialization to invoke us first - seems to be early enough, but we'll see
- Store profiler callbacks to avoid GC cleaning them up and crashes in mono
- Add compile guards (for now allowing to run editor to test)
Tests: launched in editor, no crashes and a lot(112k) of debug logs indicating what gets annotated.
Fix regression from HBHF fixes that causes building blocks with no TC attached to use TC of nearby but unattached building blocks
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.