111,232 Commits over 3,928 Days - 1.18cph!
Reduce wolf circle speed by 25%, make it so that the wolves uses multiple different speeds when closing the gap instead of zigzaging at full speed
Make wolves react more predictably to allies being hit, making packs of 3 more manageable with a bow
merge from fix_antihack_toast_reason -> main
When sending "Antihack!" toast to client, include the antihack reason that is blocking placement
- gives better information to bug reports
Prevent wolf from jumping inside geo if the player is tip toeing on a platform/cliff edge
Reduce wolf vision range at night
merge from fix_monument_scenes_osx -> main
Merge from ai_wolf_iteration
Merge from ai_wolf_iteration
Correctly return state failure when pathfinding failed
Merge from ai_wolf_iteration
Prevent wolf from charging for too long
Fix wolf sometimes getting stuck in charge
Add log when state finishes but has no end transition
Fix wolf standing still when circling into a wall
Fix wolf mesh staying below powerline platforms, even though their actual body is on top
Make wolves give up even faster if you are mounted
Makes it easier to sneak on wolves when they are eating
Clean up sight code
Add better sight vislogs so we can debug exactly which cone caused the sighting
Fix wolves slowing down as they flee
Revert switch to unity's async pathfinding, it causes more bugs than it solves
Fix wolf jumping into cars
Fix wolves jumping into cars
Fix wolves jumping into cars
Disabled horse temp ragdoll for now
Fixed dismounting
Horses can eat food again, this time using a trigger instead of vis.entities
Stationary flag and rigidbody sleep logic
Finalized ammo additives.
Slightly tweaked M39 exhaust fumes because they seemed regressed.
Merge: from soundmodulator_leak
Disabling audio pooling to mitigate SoundModulator NRE in BlendedSoundLoops
Tests: on Craggy ran around, rode the zipline, hunted animals. Also left it to stew for a bit - no exceptions
Update: disable client-side sound pooling
- Gives us time to track down the missing bad-pooling scenario
Tests: on Craggy ran around, rode the zipline, hunted animals. Also left it to stew for a bit - no exceptions
Update: Adding a wait statement
- Using it to help debug issues with procedural world not running world generation.
Tests: ran LoadProcTest - it waited
Menu improvements.
Additional RPC checks.
Some refactoring.
merge from fix_monument_scenes_osx -> main
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fixed lod1 uv1 for emissive broken
ballista - rigged base model export
colour picker fixes/cleanup
- added support for multiple renderers
- using MaterialPropertyBlock rather than Material
- deleted per-colour materials other than on/off variants
Implemented new ballista placeholder anims
Fix monument scenes not working on osx because the scene's path was using windows line endings
merge from main -> fix_monument_scenes_osx
Restored horse stamina
Compile fix
ballista - added rigged mesh and anims
mini crossbow viewmodel animations edited