111,383 Commits over 3,928 Days - 1.18cph!
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)
missing TowingJointBreakDebug file
Move the graphics settings in the options menu into a standalone prefab
Render TweakUIDropdown as a dropdown in the preset editor
merge from halloween24
- some cloth fixes and dracula cape worldmodel collider fix
Show a colour in the Preset select editor
Added TowConfig to ballista
Prevent mounting and dismount any mounted player when towed
siege weapons override vehicle handbrakes when being towed
- fixed towed entities not getting their tow attach/detach callbacks
Merge from teleportpos_improvements
fixed negative scale on dracula cape worldmodel collider
Add a confirmation prompt when overwriting a pose
teleportpos now has more consistent behaviour:
teleportpos "50 50 50" / 50 50 50 / 50,50,50 / 50, 50, 50 all behave the same.
client-only compile fixes
Slight renaming of button labels on PoseTools
- Dont force wheel update code. Abstract -> Virtual
- Base Siege Weapon now implements VehicleChassisVisuals Client Wheel User
- Siege Weapon Wheels are stored on the shared class now
- Swapped all siege weapons over to Bills new system (apart from BatteringRam)
- BaseSiegeWeapon handles most of the movement logic
Commiting prototype instanced rendering that piggybacks off normal CPU batching system
- hooks into normal batching system
- uses normal occlusion culling system
- instead of adding meshes to CPU batching, pushes meshes into arrays to be instanced rendered
- uses Graphics.RenderMeshInstanced() which is slower due to copying to GPU every frame
- currently same rendering speed as CPU based system, however can be optimized with multidraw & command buffers
- convar `batching_instanced_mode` switches between CPU rendering and instanced rendering (to compare)
Switched ballista mounted anim to standing
Added placeholder hand IK (looks painful)
Wildlife hazards can now also inflict basic damage when a hazard is failed.
Setup snake bite damage.