194,760 Commits over 4,079 Days - 1.99cph!
Corpse prefab bone structure fixes
Should convert all renderers of prefabs, such as reflections
Fixed pelvis shenanigans, reverted to original ragdoll style. I didn't originally realise that the pelvis isn't always at 0,0,0 (e.g. when crawling)
Get tag filtering working for nexuses
override controller anim selection updates
updated melee moving /running upper body anims
Optimize IsBannedServer to reduce slowdowns while loading the server list
Show tags for nexuses on the server browser
Bug fixes for the normal Steam server lists
Update FP.Nexus to get tags
Fixed all remaining issues spotted with the torch. LOD emissive flickering, conditional 1P hiding, shadow glitching and more I'm forgetting.
Added DDrawAnimalMovement editor convar, draws animal movement info for debugging/testing, currently:
magenta line: current ServerRotation (set to navagent desiredVelocity.normalized)
cyan line: clientside movement delta, used to slerp clientside rotation to
yellow line: current clientside rotation
merge from main -> global_networked_bases
exported updated bear walk anim
Fix entity updates
Add `rendercube` command for testing
Fix guide for building having disabled MeshRenderers
fixed sliver gaps in floor conditional, potential fix for shadowing artefacting too
diver torch functions in 3rd person
Fixed indirect diffuse lighting
merge from building_skins_3
exported updated bear rotate l and r animations
Stairs spiral - Moved collider to parent
Fixed lighting for several materials
Reset pelvis offset on server-side ragdoll creation
Load FlankState in ScientistBrain
Lerp experiment. Initial 500ms lerp from the client's final position to the server's data.
Various bits, moving some changes to RagdollRewrite2
merge from camper_updates
merge from ik_rotation_fix
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Corpse init process cleanup
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Removed my CheckSleepState method from BaseCorpse. I think putting the base RB to sleep while limbs were sometimes still awake was the cause of the unusual stretching that sometimes happened.
Fixed having the ShouldSyncJoints check exactly backwards
Fixed missing rigidbody assignments
Added ShouldSyncJoints check to SyncJointsToClients
Help text extra info for ragdollVehicleCollision
Remove ArticulatedOccludee script frmo server-side corpse
Fixed rotating platform scaling causing zero'd prefabs to enlarge.
Added idling character preview + looping timeline.
Moved idle anim directory