107,902 Commits over 3,836 Days - 1.17cph!
Made npc_spawn_on_cargo_ship actually do what it says it does
Clientside affordability check first
Clicking a mixing table recipe will auto add all the ingredients to the mixing table inventory in the correct amounts/locations
Markers now default to a number as their name (0,1,2,3,etc)
- can toggle behavior with `map_marker_autoname`
- can specify the default color for map marker with `map_marker_color` convar
- -1 = random, 0 = yellow, 1 = blue, 2 = green, 3 = red, 4 = purple, 5 = cyan
https://files.facepunch.com/jakerich/Xy99wr6maG1h/g9nPKC3XjPA2WYIf.mp4
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- More logs
- Call set tow id with detach
reduce root motion strength on dracula cape BC assets (visually feels about the same, but less likely to explode on vehicles)
- Additional Logs
- Codegen
Initial work on seeing the actual tow connection as ropes:
- Towing Visuals attempts to connect x connections -> y connections using OneToMany or ManyToOne approaches
- Horse now syncs the entity id of the entity its towing
- Created TowingVisuals class which creates and manages rope connections
- Uses FakePhysicsRope to connect up and simulate ropes
- Setup base prefab
- Setup catapult towing visual connection points
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Merge: from profiling_improvements
Removes boxing allocations in Pool.Get and Pool.Free in Editor context.
Tests: in editor on Craggy started a normal session, couldn't see allocations in the profiler. Overrode the startup params and was able to see the overhead table printed out when invoking cmd.
Merge: from main
Tests: none
Update: Make Pool capacity waste tracking off by default
- Added an editor-only command to enable it, "pool.memory_overhead_tracking_enabled"
- Cleaned up implementation a smidge, left a comment explaining where the box is coming from
- "pool.print_memory_overhead" skips entries with 0 overhead
I couldn't find a way to avoid boxing in a generic call, so I decided to disable this telemetry gathering by default to avoid muddying profiler data.
Tests: in editor on Craggy started a normal session, couldn't see allocations in the profiler. Overrode the startup params and was able to see the overhead table printed out when invoking cmd.
Merge from ai_wolf_iteration
Make wolves reposition between attacks to vary the angles, instead of spamming frontal attacks
merge from AnimalRagdollUpdate
Fire fire blocking the wolves unreachable behaviour from triggering
Reduces wolf odds of trying to resist fire
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Fix wolves counting themselves as an ally when deciding if it's worth fleeing to call reinforcements and come back
some tighter rock placement at missile silo, grass splat tweaks, rebaked hm
cleared tunnel obstruction in military_tunnel
Added all temperature tea recipes (base ones are placeholder ingredients)
Added recipes to mxing table recipe list.
various fixes for cave_large_hard, cave_large_medium, cave_medium_medium, cave_medium_easy
Cache arrows item definitions so that they can be used for comparisons in code, instead of relying on comparing hardcoded names
Remove siege weapon towing from cars
Rough ballista, catapult and battering ram crafting cost balacing
Tweak timers and distances
Can't push siege weapons when standing on it
Re-appear delay, convars.
S2P military tunnels, powerplant, trainyard, water treatment plant
Merge: from main
Tests: none
Merge from world_update_2
Setting twist bone setting for player avatar to 0.5 to fix twist bones
adjusted improvised shield handle size to make it smaller
io arrow + temp input/output materials
Fix wolves switching target even though the current is was closer, just because they couldn't see it briefly
Fix wolves sometimes getting stuck eating dropped meat when another wolves eats the meat first
Fix wolves running in circles sometimes as they overshoot their destination, when the player is unreachable
Use a different syntax for HFSM declaration which results in a more compact and readable tree
Added avatar mask support to pose copy/paste