254,393 Commits over 3,990 Days - 2.66cph!
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fixed bird shit decal projecting on decal layer0
Package Fetch api is more forgiving (just returns null on 404)
Benchmark diagnostics
When cancelling some changes to an editable block, refresh automatically, otherwise shit disappears until refreshing the page
Heli Error Spam Fix -> Main
Revert heli dynamic height
Should prevent error spam
world_update_2/radioactive_water -> world_update_2
Add mega basic embed block support for youtube embeds
Merge radioactive_water -> world_update_2
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Fix shadows not showing up on non-scenecamera views like Hammer
Added --main container too
Add StreamingWorld.Clear()
Fix SdfWorld.NeedsMeshUpdate
Merge: from main
Tests: built all modes in editor
Update: document and test StringView.IndexOf
Tests: ran the new unit tests
Prevent being able to bully wolves by repeatedly shooting at their feet to scare them away, fix wolves trying to cancel their reaction to fire
Streamline wolf interruption behaviour, assign target upon hearing noise
Polish and budget NPC hearing, reduce charge range
Radtown no build increased
Dropzone position change
S2P
removed hurt volume from the frontier gate
fixed offsets in the frontier gate prefab
setup renderer lod on the frontier wall variants
Services api (#1658)
Nothing should visibly change for end users
WIP editor for TweakUIPresetSelect for easier editing of preset blocks
Don't run physics in editor
Leaderboard backup, run #
13708
Applied new changes to ak for testing
Fix package error version
Exposed support for IK hint on left hand
Get rid of this optional render attributes, add it when it's needed
Simplified editing process, eliminated a few button presses
Similarly, increased the player check radius on BaseSpawnPoint from hard-coded 2m to 10m. Added OnDrawGizmos to BaseSpawnPoint to visualise the radius.
Due to how this is implemented, RadialSpawnPoint now uses 10m by default as well, but I've increased it to 20m manually for all scientist spawns. 10m is probably a better default anyway since we use the same spawn script for barrels etc as well.
Allow for multi-bounce reflections on EnvmapProbe
Make sure all cubemaps are up to date when loading/unloading mapinstances, cubemaps placed on scene weren't getting updated
Added playerCheckMargin as an additional margin around the spawn radius for human player checks in RadialSpawnPoint. New default value is 20m. Previously this used a const of 1m, so this does significantly change the behaviour of all existing RadialSpawnPoint users, but it prevents NPCs spawning closely to players.