115,722 Commits over 3,959 Days - 1.22cph!
Show active boost count in "Boosts Active" notification.
Show remaining boost durations when hovering the boost icon on the character screen.
Improvements to transparent detail shader
Added shader that allows a detail layer on top of a transparent material.
Mixing table crafting cost changes
Roofs cost the same as floors (build + upkeep) since they also have the same health
Square / triangle roofs no longer try to join when placed next to each other in a straight line (only triangle / triangle will)
Properly fixed adding/removing ports
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Fix car pushing no longer working properly due to the new handbrake system (#52873) + moved the push code.
Make the light calculation methods of GrowableEntity static so we can call it from PlanterBox
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Fixed modular car engine performance not being recalculated when the engine is repaired (regression in #53163).
mixing table, tea, and berry sounds
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Military tunnels & related WIP.
Anchor / Oar / Barrel decorations.
Models; Lods, Col, Prefab and materials.
Removed greater and superior tea tiers.
fixed layering issues on the mixing table causing ground watch to fail
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Reduced bone arrow thickness
Fixed getting dismounted while flying low over AirWolf on HapisIsland
Fixed supply drop flying away after getting hit by projectiles
merge from /main/stairs_upkeep_fix
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Removed odd meshes from twig gibs
fishing nets
walkway fishing crane
fix berry plant mesh mismatch during crossbreed
Merge from summer_dlc_skin_reassignment
menu background video update
Revert the changes in
53372 - Cars are now cheaper to repair on the lift vs. the hammer again, with hammer going back from 20% to 50% cost (sorry).
fixed cave small easy missing culling volumes
T1 vehicle parts crate now spawns two vehicle components
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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