108,035 Commits over 3,867 Days - 1.16cph!
Show clone option by default when mousing over plants while holding RMB (save opening entity menu)
Gravity warning when connecting fluid entities will now be more accurate and take into account whether a prop is powered
Add missing files
Set isReadable to false on TMP font atlases?
Add header above toolbar to show demo name and recorded date
Remove some hidden out of bundle references to the full fonts
StateDebugInfo now tracks state change type (enter/exit) and the world position at which the AI state changed.
Remove from benchmark list
Added StateDebugInfo, keep a history of the last 20 states and durations for a brain. (editor only)
Pulled HumanBrain / CH47Brain states out into partials instead of the main brain files, to make it clearer what's common and not.
Removed some calculations on variables that never get used, distance checks, inverseloops etc.
Some basic state cleanup.
Fix LiquidContainer server NRE
Train tunnels progress / straight pieces / curves / stops
Disabling some of the usage of Hierarchy group outside of the editor
Puzzle 'simplelight' HDRP light fixes.
Sat dish monument fixes.
Sewer branch fixes.
Moved sewer branch puzzle into lighting group to merge proof the custom stuff there
Fixed new cliffs clipping into underground areas in sewer branch
Fix SteamServer not being initialized
Drinking tea now hydrates the player
Merge from farming_optimisation (server side farming performance improvements, split fluids evenly when draining through splitters and heaters now affect planter temperature)
Fix cam zoom lerp not being multiplied by delta time (fixes camzoomlerp convar not working with midi binds)
Merge from dialogue_graph
Added AIThinkMode to base brain, all brains can set their think mode: interval or fixed update, as well as individual tick rates.
Moved a bunch of ShouldThink/DoThink logic to base brain so it can be used by all brains instead of each having its own delta implementation, age tracking etc.
Added "time in current state" to debug display.
Moved brain states to a new shared enum, AIState. State constructors set type.
AddState no longer requires a type parameter.
States are now automatically maintained, in a dictionary.
Reworked current state handling to be a state ref, not using array indexes.
Hooked up gizmo drawing to brain, calls it on any active state for debugging.
Added basic debug rendering info to base brain (current state name for now).
Get movie maker working again after merge. Disable demo text.
Moved client gib creation to a new virtual SpawnGibs method that gets called from DoDestroyEffects
New SeasonalTimedExplosive class to manage gibs since we can't disable the gibbable on the gameobject any more
Fix a player getting stuck in the recent drivers queue of a car if the queue has multiple drivers in it
Check server state in CeilingLight growable refresh (like the GrowableHeatSource component)
Spawn all car gibs
Tweak position/rotation calculation
Update BillBTestMap for the new Unity version
Fixed wounded players blocking server-side projectiles (rockets etc) as if they were standing up. Collider height is now reduced while wounded.
Fixed incorrect PrefabID on vehicle_parts.prefab (it had the ID from DoPrepare being run while the prefab was open in the prefab stage - see #53749)
Fixed car conditional gibs not working
Added a uniqueId field to Gibbable to help identify specific components in situations where we need to only deploy specific gibs (like with car components)
Fiddling with the bootstrap scene + TMP to get rid of font texture duplication
Fix GetObjectID returning a blank path if the GameObject passed in is currently open in the prefab stage (prefab editor). Was causing some incorrect PrefabIDs to be set on DoPrepare.
Tweak force position when paddling
Halve push force if floating in water
Rename kayak seats for consistency
FXAA doesn't work well with large (F9) screenshots. Disable AA for large shots, but only if it's FXAA. Also added an enum for the antialiasing types.
Fixed gib rotation
Prefab cleanup
Fixed fuel storage not being accessible on RHIB after collider update
Fixed bugs that didn't account from default state. Fixed death screen padding issue.
Renamed for /main consistency
Powerplant invisible light fix
Merge from TMP_Text update optimization