156,281 Commits over 4,536 Days - 1.44cph!
Added support for a RendererLOD to collapse if the only blocking component is a DeferredDecalComponent
Tracks at which LOD levels the decal component was active and enables/disables a single component
Should allow collapsing on an additional 5000 prefabs across the project, some of these are used in the train tunnels and repeated a lot so it could make a difference
Also converted three train tunnel lights to MeshLOD
Added support for changing the number of depth bins per tile via the rendering debugger
Beginning to delete old player model animation content
7 weapon specific animation fbx's, each one verified as 0 usages
1 unused override controller (krieg shotgun)
main -> biofuel_generator
country_selection_refresh -> main
Folder cleanup
- Deleted old materials/model/rig/anim files
- Moved materials/model/rig/anim files to the original folder
- Deleted 'New' folder
- Sword references correct files, testing and working
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Fix navmesh sometimes building on top of fences, fix rustNavmeshVolumes not working on new navmesh
- v3 country selection screen
- Better handling for automatic country finding
merge from reactivetarget_rcturret_fix
Remotely controlled turrets can now hit reactive targets
It needed a hack because they could only react to client projectiles and RC turrets are using ServerUse
Re-connected sword anim files (shared with old machete)
Merge from main/Livestock_animals/critter_animals
merge from sandbag_barricade_variants
Reduce crafting recipe and time
100 > 50 stone
10 > 5 cloth
30 > 10 seconds
Ensure all haptic feedback is stopped on application quit, just incase.
Move intensitiy settings to their own new UI sub-category.
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Tweak low health heartbeat. More noticeable in strength but fades out after 3 seconds of health loss at low health.
merge from main, will need to rebuild phrases
Anim fix for sheep charge attack
Restore some spacing gaps in gamepad UI
Fix pt boat turrets not showing up correctly on the death screen
Update root motion data for cows so animaiton updates are visible in game
Implement HapticSource to track where the rumble is coming from.
Add per-source haptic intensity convars so each can be customised.
Add sliders for them all to gamepad options UI.
added viewmodel deploy events
Major haptics refactor/improvements.
Added a dedicated rumbler mixer to support multiple sources/blending.
Added a bunch of extra rumble features, piggy backing existing call sites where possible to minimise gameplay code intrusion.
Added vehicle based rumble, running off their audio systems.
Added light horse hoof rumble.
Added impact/explosion rumble.
Added generic HapticPulseEffect component ready for other uses.
Better avoidance stop behaviour, don't congo line to the trough, instead fan out
Add bloom low filter option in uber
New clothes for livestock vendor
S2P stables
Implement OutlineRendererFeature
Merge from toggle_duck_mini_fix
Fixed toggle duck option not working as expected on non modular car vehicles
Fixed up colliders on sheep corpse
Fix gender of bought animals not assigning properly
Don't show auction results until the dialogue text has displayed
Sheep now gives wool when sheared
Added new wool item
Added wool selling to stables vendor, works with the same auction system as selling livestock but uses a different selection of rewards (WIP)
Has the same three strike system - three different rewards are offered one at a time, if you reject all three the vendor won't accept wool for 15 minutes
Rewards are based on amount of wool out of 1000, so you are incentivised to bring more in a single visit
Wool stacks to 100
Fixed a bug in ItemContainer.UseAmount that prevented it from deducting multiple stacks
- Fix automatic row not beign the same width as the country rows
- Fix numerous bugs with selecting region then turning on automatic again/removing it etc
- New country selection UI
- Split countries into continents
- Add tab based movement/highlighting
Fixed some quirks with multiple players interacting with a vendor and animal
Only show animals in the list that are following the conversing player
Key annoyance state to the animal - not the player. This prevents multiple players taking turns leading an animal and getting twice the rolls