130,407 Commits over 4,201 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Bugfix: Avoid double-recycle of sounds when pooling is disabled
- switched to checking recycle time
it used to rely on whether fade modulator was present or not as a flag, which doesn't work when pooling is disabled. And we can double-recycle now via NotifyOnParentDestroying and OnDisable
Tests: none, but super-confident about the theory
                
                
                
                
             
         
        
            
            
            
                
                fixed the meterial issue directly on the subent door prefab as fixing it in the ram itself didn't carry over.
                
                
                
                
             
         
        
            
            
            
                
                edited wooden shield position in its entity prefab to sit better on the player arm when chunky clothes are equipped
                
                
                
                
             
         
        
            
            
            
                
                tweaked emissive slightly to be less blown out
                
                
                
                
             
         
        
            
            
            
                
                set base emission to off on christmas lights
                
                
                
                
             
         
        
            
            
            
                
                Missed Medieval Barricade Texture Files
                
                
                
                
             
         
        
            
            
            
                
                Updated Medieval Barricade Textures and Materials
Updated Medieval Barricade Model to fix normal errors
                
                
                
                
             
         
        
            
            
            
                
                edited clip range for metal shield attack anims and set up the wooden shield animator for melee attacks too
                
                
                
                
             
         
        
        
            
            
            
                
                Merge: from main
Tests: none, trivial merge
                
                
                
                
             
         
        
            
            
            
                
                Merge from simple_upgrade
                
                
                
                
             
         
        
            
            
            
                
                ▊▆▅▆ ▆▍▉ ▇▅█▋▋▄▇▍ ▄▉▌▄▄ ▊▇▇█▌ ▍▅▋▆▄▄▋▉ ▌▅█▅▄ ▋▉██ ▉▇▌▄▍▆ ▌▍▌▍█▍ ▊▆▍▊▇▇ ▌▋▄▄█▄▅▆ ▆█▍▉ ▄▉▊▅▌▍▉
                
                
                
                
             
         
        
            
            
            
                
                merge ice_sculpture->main (server compile fix)
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from ai_wolf_iteration
                
                
                
                
             
         
        
            
            
            
                
                merge ice_sculptures->main
                
                
                
                
             
         
        
        
            
            
            
                
                Ice shader: change tangent space normal blending to world space, make occlusion map align with normal map sampling, and frost now impacts alpha
                
                
                
                
             
         
        
            
            
            
                
                Manifest - restore water_treatment_plant_1, stomped in 
108847
                
                
                
                
             
         
        
            
            
            
                
                merge from store_renderer_fixes
                
                
                
                
             
         
        
            
            
            
                
                 merge from standard_shader_improvements
                
                
                
                
             
         
        
        
            
            
            
                
                Added "StripFromStorePreview" tag, will delete any gameobjects that are loaded in the store preview
Fixed snow machine throwing an NRE and not rendering properly
                
                
                
                
             
         
        
            
            
            
                
                Merge from simple_upgrade
                
                
                
                
             
         
        
            
            
            
                
                Merge from modding_prefabs
                
                
                
                
             
         
        
            
            
            
                
                Fixed rotation for invis admin wall
                
                
                
                
             
         
        
            
            
            
                
                Added two missing/unsaved tiled cube prefabs: brick_07 + glass_08
                
                
                
                
             
         
        
        
        
            
            
            
                
                Possibly fix MainCamera NRE when entering/exiting game
                
                
                
                
             
         
        
            
            
            
                
                Slightly adjust wooden shield back positions to not obscure the minicopter fuel gauge
                
                
                
                
             
         
        
            
            
            
                
                Fixed some logic issues with the shield vm
                
                
                
                
             
         
        
            
            
            
                
                Refactor shield handling into a static utility
Apply it to the legacy animals
                
                
                
                
             
         
        
            
            
            
                
                Made new protection profiles for shield variants
Attacks from new wolves should now be blocked by the shield if the shield is raised and the wolf is in front of the player, will not block at all if the player isn't raising their shield
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed player arms animator layer getting stuck in aiming mode if player starts blocking while already crouched
                
                
                
                
             
         
        
            
            
            
                
                Safety check for Large Shredder so we don't modify non kinematic rigidbodies and produce a warning
                
                
                
                
             
         
        
            
            
            
                
                Merge from launcher reload bug
                
                
                
                
             
         
        
            
            
            
                
                Fixed not being able to reload again for a small window if the reload was cancelled via holstering/redeploying
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from cinematic_gestures
                
                
                
                
             
         
        
            
            
            
                
                Fixed cinematic 'kick' and 'push' gestures sharing the same name in custom gesture wheel.
                
                
                
                
             
         
        
        
        
            
            
            
                
                In unlikely case of ground projection spherecast starting inside geo, handle failure gracefully and keep the point unprojected
                
                
                
                
             
         
        
            
            
            
                
                Handle sphere traces that start inside geo returning Vector3.zero as their impact point
                
                
                
                
             
         
        
            
            
            
                
                Reduce wolf circle speed by 25%, make it so that the wolves uses multiple different speeds when closing the gap instead of zigzaging at full speed
                
                
                
                
             
         
        
            
            
            
                
                Make wolves react more predictably to allies being hit, making packs of 3 more manageable with a bow
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_antihack_toast_reason -> main
                
                
                
                
             
         
        
            
            
            
                
                When sending "Antihack!" toast to client, include the antihack reason that is blocking placement
- gives better information to bug reports