130,596 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Better jump controls
Client head IK tweaks
 
                
                
                
                
                
             
         
        
            
            
            
                
                add blend layer support to localcoord diffuse shader
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added a buryyable loot container.
Use the shovel to bury, and metal detector and shovel to find and dig up again.
 
                
                
                
                
                
             
         
        
            
            
            
                
                - BaseNetworkable & EntityComponent methods
- Remove ServerManager receive method for now
- Fill out client receive method for sync var
- Handle message case in Client.Connection
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Added attribute (toggleable client authority)
- Limit SyncVars to a set of 14 specific types
- Static helper methods
 
                
                
                
                
                
             
         
        
            
            
            
                
                Horses can jump (wip)
Tweaked server colliders
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Added packet id
- Handle message case in ServerManager
- Initial OnSyncVarMessage method
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated vine tree greybox
 
                
                
                
                
                
             
         
        
            
            
            
                
                Handbrake so we don't slide down slopes
Somewhat working gravity
 
                
                
                
                
                
             
         
        
            
            
            
                
                Baseline
Horse movements using physics like vehicles
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: allow specifying the name and how many frames to collect for perf snapshot
- We support max 10 frames of recording, so frames input gets clamped
- Also left a note for future maintenance
Tests: exported multiple snapshots in editor with 1 and 11 frames
 
                
                
                
                
                
             
         
        
            
            
            
                
                set wip material as current ice material
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▍█▄▊▍ ▋▌▄▇ ▆▇▄▆▅█_▇▍█_▊▆▋ - ▅▄▇▄▍ ▊█▄▅▋ ▌▍██▍▄▆ ▌▄▋▅▅▆ ▄▌▍▊▌▌▅▊ ▅▍█ ▌▇ ▋▉▍▅█ ▄▆█▉▅
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                 cherrypicking 
107578 Reduce wolf population and pack size to 3, until we find a way to make DensityPopulation spawn packs without having to increase the density
 
                
                
                
                
                
             
         
        
            
            
            
                
                █▉▍▍▉ ▅▉▉▄ ▅▅▋_▅▊▇_█▊▊▉▄▇_█
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                ▌▋▌▇▆ █▅▄▊ ▄▍▇▄▄▆▉█▋█▌▍▋▄▆█▅█▊▇▇▉
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▇█▅▅ ▋▊▋▉ ▉▊▅ ▉█▉▉▍▍▅██ ▌█▌ ▍▇█▊▄▄▉▅ ▍▅▆ ▍▊▆█▊▅▇▆ ▅█▇ ▊▉█▅▍▇█▅▉
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add Specular map option to Detail Layer, update shader editor GUI, add the changes to additional standard shaders.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Have wolves give up stalking after a while if not dealt damage, and give up a lot faster if they see fire
 
                
                
                
                
                
             
         
        
            
            
            
                
                Reduce wolf population and pack size to 3, until we find a way to make DensityPopulation spawn packs without having to increase the density
 
                
                
                
                
                
             
         
        
            
            
            
                
                Don't return a success status from the position generator as we don't project on nav anymore, so it'll always succeed
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix target check that was inverted after refactoring target getter
 
                
                
                
                
                
             
         
        
            
            
            
                
                Prevent player dismounting from temp ragdoll mountable
 
                
                
                
                
                
             
         
        
            
            
            
                
                Remove unused RequireComponent attribute since components are now cached in the base state class
 
                
                
                
                
                
             
         
        
            
            
            
                
                Use sense component member functions instead of magic extension functions to get or set the target
This makes the API more consistent
 
                
                
                
                
                
             
         
        
            
            
            
                
                Remove some state local references to components that are no longer needed since references are now kept in the parent state class
 
                
                
                
                
                
             
         
        
            
            
            
                
                Reduced the limbs rdrag and added bounciness
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added a seat in the catapult basket that players can mount
Firing will launch any mounted player 
Catapulted players are put in temporary ragdoll mode
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added an orientation debug gizmo to the parent nested prefab.
40mm size a little bit up again. Fully realistic size too small.
 
                
                
                
                
                
             
         
        
        
        
        
        
            
            
            
                
                Kapok tree greybox and swinging vine greybox
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed a crash when adding/removing a lot of slacked points to a wire
Fixed a wire length calculation when adding and removing a lot of points
Native arrays allocation optim
 
                
                
                
                
                
             
         
        
            
            
            
                
                More particle system changes from CS:GO
Endcap particle stuff.
New parameters for all operators:
"operator fade oscillate",  "operator time offset seed", "operator time offset min"/max, "operator time scale seed", "operator time scale min"/max, "operator time strength random scale max", "operator strength scale seed", "operator strength random scale min"/max,  "operator end cap state"
Particle intitializer updates from CS:GO
"scale cp (distance/speed/local speed)" for C_INIT_CreateWithinSphere
"randomly_flip_direction" for C_INIT_RandomRotationSpeed and C_INIT_RandomRotation
"shuffle" and "linear" for C_INIT_RandomSequence
"use particle count instead of time" for C_INIT_PositionWarp
"Use sequential CP pairs between start and end point" and "Save Offset" for C_INIT_CreateSequentialPath
 "collide with water" for C_INIT_LifespanFromVelocity
Internal changes to certain particle initializers from CS:GO
Added "Lerp EndCap Scalar" and "Lerp EndCap Vector" Ops
New options for rope particle renderer
 "texture_offset", "scale CP start", "scale texture by CP distance", "scale scroll by CP distance", "scale scroll by CP distance", "scale offset by CP distance"
 
                
                
                
                
                
             
         
        
            
            
            
                
                Set battering ram wheels lod to dynamic
 
                
                
                
                
                
             
         
        
            
            
            
                
                Switched siege tower detailed colliders to use the vehicle large layer
Added construction component
Added deploy volume to wooden ladders to exclude siege towers
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: adding extra logging and sanity checking when exporting a profile snapshot
For some reason one of frames from standalone gets borked - hoping this'll help track it down.
Tests: exported craggy in editor
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Fixed issue causing effects to spawn inside siege tower
- Removed left over mesh renderers
- Renamed some colliders
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: Gather GC.Collect activity into perf snapshot
- Avoid thread id checks reaching to mono runtime to resolve it, as it's unsafe during GC.Collect
Tests: did a 6k standalone perf snapshot, but didn't catch a collection event. Forced one in editor on 3rd frame, confirmed visible in perfetto.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Further changes to new siege tower model:
- Setup 50%~ of the detail colliders
- Fixed wheel orientation
- Added catapult wheels to the tower
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added wallpaper analytics
 
                
                
                
                
                
             
         
        
            
            
            
                
                - ▊▋█ ▇▇▍▉█ ▇▇ ▊▌▉ ▄▋▋▌▆█▌▍▇ ▇▄▅▌ ▍▆▊▍
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- █▍▄ ▆▆▄ ▌▅ ▅▉▅▊▉ ▉▆▅▊ ▅▇▍▅ ▌▇▍▄▌ ▆▉▌▄▉▄▌▅▉ ▇▇▇▅ ▌▍▋ ▍▇▊▇▅ ▄▊▅█ ▆▍▌▌ ▊▊▅▅█ ▋▇▇▄▍ ▅▌▇ ▍▍ ▌ ▆▍█▍▇▌▍▆ ▋▊▅▌▋ (▊▆▅▍▇▍ ▋▆ ▆▋▄▊█▌▇▉█▋ ▄▋ ▇▅▆█ ▌ █▌▊▌█)
- ▋▉█▊█▋▍▍ ▄▄▆▉▄▆█ ▇▍▍▉▋▆▌▅ ▄█▉▄▊▅ ▌▅▄▇▌▍█▅▋ █▊▊▉▊▄ ▉▋▄▄ ▄▉▉ -> ▌▅▅
- ▅▌█▇▆▍▊▆ ▋▆▌▅▅ ▆▆▍▅ ▅▉▌▅▊ ▆▄▉▊ █▄▊▉ ▇.▇▍ -> ▆.▊▅
 
                
                
                
                
                
             
         
        
            
            
            
                
                Moed ladders to be compatable with new siege tower model
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed disabled quantity text for repair bench ingredients when the quantity is 1
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed research table lootpanel showing incorrect phrase for broken items
Also fixed truncated texts in some languages