503 Commits over 215 Days - 0.10cph!
Automatically generate help text for convars with args that don't have help text in the attribute
merge cannon_fuse_burn to main
Retarget fuse burn bones to make it work with the cannon barrel, fix reload viewmodel anim again.
Fix cannon handle spinning due to buoyancy.
merge randomize_seed to main
merge debug_simulate_latency to main
adds cvar `client.receiveLatency` (client admin) to main to help with testing high ping in Client/Server mode.
Fix cannon jitter when reloading and firing at high ping.
merge cannon_fuse_burn into main
Fix cannon reload camera animation looping back into itself.
Add error icon next to the domain reload toolbar toggle to make it more clear that it shouldn't be used in CLIENT or SERVER modes.
Fix crash with paddling pool unloading.
Only evaluate entties in showentities once, otherwise it's really slow on bigger scenes.
Add `debug.showentities entityname radius duration client` to debug draw invisible entities in a radius.
Add `server.randomize_seed` cvar to set random seeds on launch.
merge buoyancy_fixes to main
Implement cutoff planes and artificial water info for water volume burst queries, fix water volume queries using the wrong axis(wtf).
Fix trails following cannonballs during reloads and when moving the cannon around.
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merge buoyancy_fixes to main
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merge cannon_protection to main
merge from cannon_slowdown
Move cannon hit checking to TakeDamage, balance cannon slowdown so that its actually noticeable (0.7->0.3)
Remove "Disable Platform Services" from iteration speed editor menu, it breaks way too often while other settings are generally safe to use.
Add cvar for controlling cannon hit slowdown on boats
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Slow down player boats when after being hit by cannons.
Add protection for mounted cannon users (50% to all for now)
merge nre_fix back to main
Fix buoyancy batching throwing errors in scenes without a water system/ocean sim.
Fix buoyancy submerged states being incorrect while batching. Slight perf improvement from no longer calling submerged callbacks for no reason.
(thanks BlackLightning)
Remove scaled fuse animation time. Fix curve for fuse burn material being scaled to the original 3s.
Change original fuse animation time to 1s to fix animation timescaling.
Add fuse burn animation to cannon firing.
Retarget new fuse mesh to old fuse bones.
Toggle fuse depending on loaded state. (this might be unnecessary.)
Add sidechecks to cannons to fix being able to rotate into no longer mountable spots.
Default buoyancy batching to on.
Fix cannon handle spinning with buoyancy.
merge cannon window clipping fix
Fix ballista mounting checks failing in reasonable/well grounded spots.
Fix cannons ignoring windows when checking line of sight.
merge small cannon fixes to main
Fix ballista null error spam.
Fix cannon left ground check being assigned incorrectly in the prefab.
Fix cannon ground checks being affected by ground.
Add `client.receivelatency` cvar to simulate latency/ping for debugging.
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