248,619 Commits over 3,928 Days - 2.64cph!
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Merge from voiceprops/dlc
Merge from voiceprops/dlc/discofloorskin
The flow field pathfinding is now better and units can correctly approach buildings again. The flow field will update automatically when new buildings are created.
Disconnect web stream if we encounter an error
PlayerWalkMovement used capsule.radius in a few places, assuming the capsule would always be vertical. Added support for horizontal capsules.
Fixed internet streams not resuming properly after being disabling by the global allow streams option
Improvements to transitioning in/out of long idle states
Fixed missing BoneMarkupData for ikrule bones, updated gitignore
Added facial fidgets
Fix player collider mismatch
Some code cleanup for duck/run/crawl methods in PlayerWalkMovement
Fix basetool showing up in tool menu
Add PrismaticJointBuilder.WithLimit
Updated Countryside Map
Moved entire map to be 0,0,0
Made map more squared shape
Use Sandbox.WebSocket instead of the raw .NET one
Fixed cassettes with no content restarting when toggling censor recordings option
Allow PhysicsBody to be created through constructor
Set PlayerWalkMovement capsule rotation via transform instead of rigidbody, fixes jitter
Add AnimEntity.RootMotionAngle (needs testing)
New, axis-rotated capsule for PlayerWalkMovement when crawling. Rotating the axis was the only way to have the player be able to crawl under half-walls without also being able to see through walls at their head position. PlayerWalkMovement now also sets its rotation based on the player model's rotation, instead of staying at Quaternion.identity (since the capsule was always the same all the way around, it never needed to actually rotate before).
Fix "Create Sound for" not filling out using vsnd ext
Create sound asset for balloon pop instead of defining it in code
Fixed some inconsistent behaviour with the toggle play input on deployed boom boxes
Removed debug line and set hard map limit of 30k x 30k
Fully functional flow field pathfinding with chunks / HPA*
No longer show health bar on new voice props entities if health is full
Updated PlayerModel collider for crawling.
Wearables that are marked to hide in Eyes view will no longer hide if the player dances while the debug camera is active
Updated Countryside Map
Additional art pass on buildings
Adjusted some areas around player start
Missing codegen to fix defaults
Fixed microphone stand world model (use burlap sack)
claw change attack parttype
Merge branch 'master' of SpaceUsurperUnity
build !redux_all !ecs
Fixed warning about late deallocation
Sort ECS bullets before enumerating them
UpdateHashSystem is now chunk layout agnostic
Merge from voiceprops/dlc/radiolist
Increased the player's visibility culling radius for crawling
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more voiceprops viewmodel & item sounds
voiceprops mixer dsp tweaks
Fix NRE in Panel.AddEvent (why has this started happening though?)