193,474 Commits over 4,079 Days - 1.98cph!
Mounted ballista detailed colliders
Reverted
111575 (restored mounted ballista rig)
Constructable entities now require the correct amount of resources
Added UI showing the required resources when aiming at a constructable entity
Make sure to reset leading flag when leader player dies
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merge from primitive -> aux2
Use `==` instead of `?` for completeness sake (should handle missing prefab reference either way)
Fix an NRE inside GameObjectRef itself (when GameObjectRef lost it's reference to the gameobject but you call GetEntity() on it)
merge from primitive_gm -> primitive
Fix tech tree not allowing to unlock if there were restricted items inbetween
med ak skin WIP
- model skinned & exported
- initial prefabs setup
merge from primitive -> primitive_gm
Fixed T3 workbench missing the primitive version of the T2 tech tree
Merge from train_tunnel_altitude_2
Fixed issues on world sizes that, when divided by 216 and rounded down, resulted in an even number
merge from primitive/gameplay
Resolved tech tree pathing issues
Bugfix: ServerDemoPlayer - replicated polayer now follows demo's trajectory
- Also added more detialed logging of position messages
Decided to stop avoiding syncing player's position to outgoing messages, as there's weird teleport in the recorded demo. But at least now it works as expected.
Tests: Played back the longer 2 player demo - all good. Playerd back the known short demo with violations - still present, so also good.
properly disable horse animator while ragdolling, better perf but also stops audio triggers from animator
Probably fix infinite loop in game.cleanupmap
Undo changes to bone_manipulate entity
Appears to be server/client sync dependent
Restore changes to game.cleanupmap, as it should be safe now
merge from primitive -> aux2
merge from primitive_gm -> primitive
Probably fix infinite loop in game.cleanupmap
Undo changes to bone_manipulate entity
Appears to be server/client sync dependent
Fixed bone manipulated entity's render bbox exploding
For some models (probably with procedural bones?), if bone manipulated, the renderbounds can explode drastically due to bones that are "unreadable", negatively affecting shadows as well.
Read kb_act.lst from MOD
Added Entity:Alive
Hammer: Fixed collision model being offset in 3D when dragging
Hammer: Fixed keybinds for 1 & 2 not updating the setting correctly
Do not set thread count to 1 if the CPU has over 32 of them
Limited to 64 now, and is clamped instead of resetting.
Pull Request: Fixed inconsistent margins on language list/start game
Fixed "Toggle" input on triggers improperly toggling the entity
It was not actually setting the enabled state, only making it non interactable.
Now properly sets the enabled state, just like Enable/Disable inputs do
Geiger counter only reacts to enabled trigger_hurts
Add NRE checks to SpawnGroup (to account for some spawners having null prefabs)
Bugfix: ServerDemoPlayer - don't duplicate connected players
- Also added expanded tick logging
Connected player doesn't move due to tick divergence - investigating.
Tests: played back a 2 player demo with 2nd player connecting half-way-through. Only one player gets created in expected position
Add primitive server browser tag
Fix existing gamemode tags not appearing to work
exported tiger swipe at fire anim
Fix ferry terminal train tunnels always being blocked off instead of only being blocked when underground trains is disabled
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Submitting scaled down ballista weapon rig
merge from primitive/gameplay
techtree 2 progression
gate workbench 3 (for now)
merge from primitive -> primitive_gm
Fix T2 tech tree appearing twice
added new mount art for static ballista
Fixed ram lighting enabled state not looking quite right.
reset horse spine local pos after ragdolling so it doesn't occassionaly turn into an accordion
Editorconfig updates (end_of_line = lf, insert_final_newline = true, resharper_csharp_wrap_lines = false)
Fix oversight in aim time calculation
Fix tiger thinking someone is always aiming at him
- Code cleanup
- Can pickup hive if theres no honeycomb left inside (you lose the bees inside on pickup)