193,067 Commits over 4,049 Days - 1.99cph!
Prevent wolves from using a 180 anim to turn away from fire if they are already facing away, it looked odd
Make wolves flee a random distance to avoid visual repetition
Make wolves flee further away to avoid being easy targets
Refactor modifier application so I can use it elsewhere.
merge from fix_crafting_queue_wrong_item
merge from planter_night_rainfall_fix
merge from launchsite_flow_fix
merge to main surrendering_duck
merge from frontier_hatchet_bc_fixes
Merge from thirdperson_orbit_cam
Fixed some duplicate arms
Reworked shield viewmodel coding to live on a new self contained component
Updated viewmodels with new assets
Added orbit camera to third person camera view for devs/admins.
Hold alt when using third person camera to use.
Mousewheel zooms in out.
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Filter for preset list
https://files.facepunch.com/rubat/2024/October10-647-CheeryLunamoth.gif
Called GM:PlayerAuthed outside of player prediction (so curtime is valid)
Effectively makes the hook run a bit sooner within the same frame/tick it used to.
Fixed Player:UniqueID returning nothing before InitSpawn
Fallback to garrysmod.ver for when Steam is not available to get BRANCH
Disable gui.HideGameUI, block cancelselect
VRAD: -dumppropmaps also dumps the lightmaps as .pfm
Also dump files to /sp_lightmaps/ instead of base dir
Don't display alpha channel for non alpha formats (RGB888, etc)
This is for mat_texture_list 1
Use non alpha format for images without alpha (.png/.jpeg loader)
This should hopefully save some memory
Resave Post Processing icons to not have alpha channel
Since they don't use alpha anyway
Battering ram work in progress
- added driver seat, fuel storage and engine logic
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Fix animals walking through crates and barrels
Fix wooden covers not carving navmesh
Fix wooden barricades not carving navmesh as opposed to other barricades
setting up metal shield viewmodel
Undo: auto-reference of PerformanceTesting lib
Trying out a different approach
Tests: none
Activated towing on all siege weapons
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Fix wolf looking behind them too much when fleeing
Smooth out wolf neck movement
Auto dismount player at the end of sampling (just use distance for now)
4 shot mini crossbow folder setup &
basic blockout / grey box
- Player rotation follows orientation of parabola flow.
- More code structure cleanup.
- Inject use level in vine utils
Code cleanup, all siege weapons now inherit from BaseSiegeWeapon
Merge: from main
Tests: none
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Refactor parabolic sampling into its own class. Remove cardinal spline code. Integrate porabola visualisation into the vine launch points. Remove old visualisation code,
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Battering ram prefab and code baseline
Added BaseSiegeWeapon class, started to clean up prototype code
Updated Wooden Shield Textures
Updated Wooden Shield World Model and View Model to have better strap positions
Merge: from requesttrees_spike
Removes the "server_requesttrees" lag spike on player connect by spreading out the processing over the next frames. Server owners can disable this via `TreeManager.EnableTreeStreaming 0` and adjust it's performance via `PlayerBudgetMS`, `UpdateBudgetMS` and `CellSize` admin servervars.
Tests: Booted Procgen 6k world - took ~3.5min to stream entire world to a player at 10 server fps, with no visual deterioration.
Cardinal Splines offering little improvement with increased complication. Lets fake a porabola instead