154,068 Commits over 4,536 Days - 1.42cph!
FIx cow eating from trough by telepathy when blocked by other cows
merge from automated_testing
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Rename editor TestBaseCombatEntity, was confusing to have two classes with the same name and produced some warnings
better startle, critters dont startle other critters
Simplify old animals, remove all the piping and states where they could be aware of a target but not attack/flee, and reduced sight range to compensate
- Much better c4 prediction settings
- Changes to hide/show events on c4
- Fix prediction rotation blending not taking place across the whole allocated distance
New building automated tests baseline
Checks foundations link up / dont link up as expected in some basic configurations, checks buildings get merged and split
Correctly flags the current known issue with triangle foundations connecting when only touching at corners
merge from Livestock_animals -> critter_animals
critters startle and run away when players come too close
Merge from render_pipeline_testing
Added new sounds for the :rabbit2: & :chipmunk:
Merge from monument_analytics
- Add the ability for predicted grenades/c4 to follow bone rotation on deploy
- Add hide/show to our legacy c4 animations
- Clean up throw prediction settings
- Custom Show if attribute to eaisly hide fields in inspector unless another field on the same object has a value
Setting the default number of depth bins to 16 per-tile
Add monument to oil rig switch event
Moved the property gathering for lights to a job that runs before the binning jobs
Tweaked loot spawns to reflect monument tiers, visual polish
Radhouse large mesh and collider tweaks for the new room
Scene 2 prefab
Added a generic warning function that can be set/called by planner.
Upgrade planner placement now checks if future upgrades can also be placed for the current upgrade. Placement turns yellow if this upgrade is possible but future ones are not.
Stops you placing 2 sandbag upgrades to then realise the next one is placement blocked.
Fix map layers (like train tunnels) not rendering in RRP
Fix bear flee when target on foundation test failing because the bears goes into chase for one tick before the flee, test can now read the exact fsm transitions and be more accurate
Add in additional air drops and satellite selection events
Make the other sandbags non-craftable, only the default sandbag .
Assign new sandbag placement guides, per level.
No longer hide the item being upgraded.
Removed branching on spot light code for calculating the cone based on the light type
Give cows avoidance, it was especially ugly when they clipped with each other or the player, which happens a lot because there are often loads of cows in a tight space and they move slowly, also make players collide with cows
Move planner upgrade code to partial
Add support for c4/satchels
- WIP (throwing animations still look bad)
- Generate C4 predicted prefab
Fix tests failing with new navmesh because foundation bake a tiny sliver of navmesh on top of them
added dedicated stacked guides - split up geometry so that the guides can properly stack for the next upgrade.
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Added a bin sphere collision check against spot light cones to further reduce the number of lights per bin
Update: StoreBundleTool - fill in image upload logic
- changed url format
- ran "Update Urls"
Tests: ran full Update Urls - manifest grabbing works, but uploading gets stuck
Further placement checks/fixes.
Isolated reapply of "Set new navmesh enabled by default, now needs -useOldNavmesh to disable" for release
merge from sv_god_sync_fix
Added ServerSetGod which modifies the client's god info status and networks it to the player - now that global.god can be called from the server
Updated two instances of the server disabling god mode of a player to use this (eg. in the tutorial)
Fix clientLastAttackedTime not being initially set to -infinity which blocked sandbags from being upgraded instantly after placement due to incorrect cooldown.
Checks correctly run server-side.
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Added sphere to bin AABB collision checks to reduce the number of lights per-bin further
Same damaged cooldown logic for upgrading as repairing