123,086 Commits over 4,171 Days - 1.23cph!
Prevent bike parented objects from killing the player should the bike be stationary
merge from twitch_drops_delete_fix
Elevator Max Height Increase -> Main
merge from BurstClothTestBed
undoing some unintentional changes from merges
Simplification: avoid double hash calculation when pushing new elements into the Pool in editor
Fix parenting issues
Don't allow throwing melee weapons while a shield is equipped
Controlling recorder window from code test.
Creating target gameobject test.
merge from audio_import_music_clips
Initial implementation work
Created placeholder item and entity
Item goes in backpack slot and will be automatically equipped when a valid held entity is equipped (enabled on salvaged sword for now)
Improved sidecar jitter. Use the full interpolation time for the sidecar angle.
Convert BiomeVisuals -> BiomeVisuals again, minus the moss prefabs
Fix renderer being added to root of BiomeVisuals2 when it's not in the default position
Removed unnecessary sidecar bike params
Fixed motorbike ragdoll force not being correctly clamped
Merge HelicopterParticleFix -> main
Fixed bike roll not applying while reversing, plus other adjustments to improve the feel of reverse in all bikes
More eager cancelling for cached server browser ping query
Bikes steer less when reversing. The highly-forward steering bias makes them not steer too logically in reverse otherwise
Reduced pitch stab factor slightly
Was a little bit extreme. Made it 33% faster instead of 50%
Ground vehicle steering now returns 50% faster if the new target steer angle is opposite to the current steer angle. That is to say, if you're just releasing the turn key, it'll lerp back as before. If you're switching from turning left to turning right, or vice versa, it'll lerp 50% faster
Adjust position of industrial adaptor and lock slots slightly to better fit the model
Adjusted LOD levels to match vanilla TC
Update biome_visuals_2/prefabs_2
Merge from main -> biome_visuals_2
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Added relaxed cone map generator
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Culling volume tests for lighting purposes.
Removing ItemDefinition label from wallpaper.entity.prefab.meta
Integrate all new wolf gaits with correct speeds
Refactored the wire deployment code
Can now press E to arm the trap, if not armed already
Update wolf turn root motion, fix root motion extractor breaking references, have root motion extractor run automatically one animations with names ending in _rm
Double elevator max floor limit
set wolf anims that need to loop to looping and edited name of wolf rotate L/R anims
exported wolf prowl anim at origin
updated rock formations
updated world setup to spawn them