126,693 Commits over 4,109 Days - 1.28cph!
Scene backup (backdrop stage)
added horse_dung model and materials
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Don't update passthrough/energy amounts if the incoming energy is from an IOType that is not this entities type. Fixes hybrid props (like the fluid switch) treating power input as water in some cases
Move fluid switch logic into it's own class, revert ElectricSwitch to original state
Fluid switch mesh hookup, icon, gibs
Fix rivers being offset above the ocean instead of staying under
Bunch of general refactor/cleanup/fixes/tweaks.
Change LifeStoryStart assertion into a Debug.LogError so it doesn't prevent respawning
Cherry pick
47385 (SoundManager fix)
Some AI tweaks to make scientists avoid running around underwater
Fix SoundManager lag spiral of death that brings the editor down to 0.1 FPS
GetAuthSessionTicketAsync Debug
Dedicated server fix test
Added a new Ripe stage after Fruiting.
A stage can now be flagged with IgnoreConditions, which will allow it to advance to the next stage at full speed, regardless of condition qualities.
Fix for unknown genetics.
Added the new genetics display to SeedInformation panel.
Steamworks Update to fix locking up
Update DS steamwork libraries
Steamworks server interface fixes
Merge from playerstate (few fixes from review)
Clamp the un-hostile timestamp so it can never be for too long of a time (if the server's time changes)
Add player.resetstate to reset a player's PlayerState to default values
First pass of new gene UI.
Bunch of UI fixes/tweaks, prefab updates.
Include produce name in yield display.
Colour code values.
Stage info tweaks: show the current stage name and current progress %.
Alignment tweaks.
Show plant type icon on UI.
Add a link from GrowableEntity back to its source item def. Set links.
Fix aim jumping when stopping shooting when mounted on something (Mostly?)
Switched plant info over to the new UI.