108,027 Commits over 3,867 Days - 1.16cph!
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Added a budgeted update for growable entity calculations so performance cost should be uniform regardless of server farm density (0.25ms default)
Only update water quality when hit by a sprinkler
Remove gene caching
Previously I'd observed that wheel colliders were occasionally preventing the modular car rigidbody from sleeping, even with a forced sleep call and having motorTorque and brakeTorque set to zero. To counter that, I was simply disabling them entirely when the rigidbody went to sleep. However, that caused a surprising new bug: If you shot a sleeping car with a rocket, it would correctly wake the rigidbody, but the act of the wheels waking up as well would completely cancel the rocket explosion's force [because Unity], meaning the car didn't move.
I've now determined that it was the steering being non-zero that was preventing sleep [because Unity], so I've removed the disable/enable for wheelcolliders and set steerAngle to zero on sleep as well, which lets sleep work correctly, and explosion forces on sleeping cars now work again.
Fix some client server issues when playing in editor
Move damageRenderer serialisation out of #CLIENT define, so it won't get lost when switching to #SERVER
Fixed missing DamageRenderer scripts on some vehicle modules
Fixed modular car repairs with the hammer costing more than repairs on the vehicle lift. Hammer repair cost has been reduced to 20% of the module's original cost (was 50%), which matches the repair bench/vehicle lift standard.
Use a new TimeCachedValue class to only update plant quality values every x seconds with a generic system
Lighthouses, junkyard & related mats & prefabs.
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Created SetChildComponentsEnabled<T> and moved all calls to that instead.
Merge from building_blocks_2020
Forgot to free pooled list
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Added an extension method to enable / disable all child TMP_Text components. Implemented it on various screens.
Updated blue berry desc token so it longer shares black
Added mixing table to food vendor at bandit camp
Fixed produced item being thrown to the ground when it wasn't part of another valid recipe (top tier items)
Add blueprint known check to mixing table UI mix button
mixing table more forgiving deployment
Fishing_village_a scene layout progress
More large walkways work, added greyboxed wooden building models, plus a powerline pole slim version
merge from door_open_blockage
Merge from hostile_safe_zone (only show hostile marker when within 200m of safe zone)
Cache temperature at position on the planter and access that from plants
Fixed some refresh issues
Disable vehicle push boxes by default on double door prefabs
Only update hostile note time string when it changes, saves string creation every frame
Don't check if we're near a safe zone if we're already in a safe zone
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Fixed minicopter and modular cars becoming unusable after loading from a save if the server was saved during engine startup
Remove rainbow paddling pool skin description (wasn't used)