194,188 Commits over 4,079 Days - 1.98cph!
New TriggerParent doClippingCheck option, which de-parents parented entities if they clip into an obstacle.
Ensure IOEntity processes outputs if any slots passthrough has changed, not just slot 0
Can override passthrough amount per slot to disregard the energy / outputs calculation
Updated sensor to work with new IOEntity changes, too much water and not enough water checks are now in place
Scene backup (backdrop stage)
added horse_dung model and materials
▄▄▌▆█▆▉█▉█▆█ ▅▆▊▆▋▅▋▇▅ ▋▍▉▆▆. ▍▊▅▅▆▋ ▊▉ ▆▇▅
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.