107,912 Commits over 3,867 Days - 1.16cph!
Merge from ai_wolf_iteration
Fix wolf slowing down before jumping on foundation
BC: bone transforms and bone states reset with player teleports (including mount/dismounting) and also reset with extreme single-frame angle changes
- stops cloth freaking out when you switch seats that are facing opposite directions (pedaltrike is the main offender)
- exposed LastTeleportTime in BaseMovement for this
Fix for several item names when rendering unapproved skins.
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Remove "shh" sound from Shush gesture. Added asecondary "Shush Vocal" gesture which keeps the sound.
Updated gesture assets with new icons.
Merge from set-layer-tool
Work around to try and get battering ram wheels working. Still issues, now due to gimbal lock
Ballista client compile fixex
Finally got Battering Ram wheel movement working as it should. Increased update rate. Call visuals.UpdateTickStopped when client tick stops.
Setup for all weapon racks.
blend ambient between two scales over height (want ambient at cloud base to be darker, brighter at top)
Ballista reloading cleanup
Restored ammo switching
Some client anim fixes
fix material issues with PlayerCopyTool
Have wolf smoothly decelerate instead of stopping dead in its tracks
Update: Gamephysics now uses TryGetComponent instead of GetComponent
- Same perf in standalone builds, better perf in editor builds (avoids string format alloc for null obj description)
Tests: Rode a horse on craggy and check profiler to confirm GamePhysics routines were triggered
Fix wolf glitching out visually when jumping on foundation when the server frame-rate is low
Expose convar for wolf max per frame budget
Changed the ballista reloading to a hold R to reload system
Added steer angle calculation to load
- UpdateWheelVisualsSimple now uses correct delta
- Battering ram forces a visuals update once to start
Update: Adding missing ChangeLOD profiling annotation
Tests: loaded 6k world and found it in profile data
Update: Annotating all VehicleFixedUpdate calls
- Replacing existing Profiler.BeginSample with TimeWarning
- Moved some samplers around to build a nested flamegraph (consolidates vehicles in the profile)
Tests: loaded 6k world and looked through the profiling info
Fixed clientside wheel turning for the battering ram. Just infer turn angle from wheel input and max steer angle.
merge from main/Halloween24
quick lerp on burstcloth length modifier, reduces jerky behaviour when changing between different modifiers
reduced length scaling on dracula cape when ducked and mounted to 0.9
merge from military_tunnels_nvg_outfits -> main
Add NVG outfit loadout onto all scientist spawners so military tunnel scientists spawn with NVGs
- only an appearance change: same health, loot & weapons as before
- Fixed client build issues
- Added IClientComponent to Battering ram and BaseSiegeWeapon visuals
- Allow instantForced to be called in SimpleVehicleVisuals
- Remove Logs
- Moved away from quaternions when applying wheel rotation (should help with bugs?)
Add loadout for NVG military scientist outfit
Add ability for loadouts to override only certain containers
- replace the items worn without stripping all items in the inventory
- Battering ram moved over to use chassis visuals via SimpleVehicleVisuals.
- Added support for multiple steer and clamp angles to SimpleVehicleVisuals
- Set up more logs
- BatteringRamVisuals
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adjusted MaxOriginDelta values on cape burstcloth to match similar assets
Added extra error messages to SimpleVehicleVisuals to make working with the vehicle system a bit easier
Added fx effects to all of the battering rams wheels
merge from fix_quarry_animator_lod -> main
Apply same LOD change to deployable quarries (even though they aren't used in gameplay)
Updating hold types with new animations
replaced fully rigid linear constraint with a stiff spring and a small linear limit for it to play in
- absorbs force spikes better, especially when a kinematic body is attached
horse walking, trotting, sprinting, and turning speeds modified by towing
- currently flat modifier of 60 percent across the board
Merge from fix_quarry_animator_lod -> main
S2P pumpjack monuments (trainyard, powerplant, water treatment)