110,878 Commits over 3,897 Days - 1.19cph!
Horse leading fixes and improvements
Cleanup
Horse saddle swapping & leading first pass
- Comment updates
- Fix animations having lower than normal playback speed
lr 300 - v4 exports, anim naming updates, override controller set to use udpated anims
Changed all siege weapon constructable colliders layer to Deloyed
Reimplemented heavy players dismounting
Now only checks when the players weight changes instead of every frame
Tweaked horses drowning damage
Fixed catapult detailed collider scaling issue
Apply era restrictions to recycler output so you can't recycle items to get blocked items
Enforce era restrictions onto loot tables
- likely will have custom loot tables but this prevents any items squeaking through
- caches valid items for each era in loot tables, resets when era is modified
Jungle forest trees / trumpet tree /cecropia / LODs and textures
- Ensure arrow states are kept in admire
- Ensure each reload state resets the rotation timer (still needs more work)
Don't transition to idle after each fractional reload part
Reduce fractional animation time so the transition to the end state is more apparent
Subtracting
109845 (workshop normal fix)
Slightly more reliable reload animation. Reload now always dumps into the same slot no matter the barrel orientation
linked and positioned fire,poison,bone,stone and metal arrow heads to bolt joint 3 and 4 in minicrossbow view model prefab.
linked and positioned fire,poison,bone,stone and metal arrow heads to bolt joint 1 and 2 in minicrossbow view model prefab. Also added 'viewmodel sway' and 'viewmodel lower' scripts.
Moved the tyre so people can't drive a bike up it to clip through the window and skip the puzzle
Horses can now swim in deep water: slow speed and consumes stamina
Added basic buoyancy
Apply additional drag when moving in shallow water
Code cleanup
- moved some verts on the hoodie to allow it to cover clipping on knight armour
- updated prefabs with new hoodie mesh
Fixed water pistol not sitting in hand properly while a shield is equipped
Fixed exception when equipping a shield while a shield compatible weapon is already held
Updating and hooking up more player seeds
▉▍█▊ ▋▇▆▅▍▆▋▋ + ▉▍▆ ▄█▌▊▇▊▍▋ ▌▋▌ ▉▍▍▌ ▊ ▍▇█▅▆
- Support seperated arrow meshes from bone
- Modify on/off state depending on shots remaining
viewmodel camera clipping fixes - eoka left arm position posed out of shot to fix clipping, also reduced rotation sway
Buildfix: define symbol on Mac Server
Tests: compiled editor, then compiled linux DGS
more viewmodel camera clipping fixes - rotation sway reduced
Moved Google Sheets menu items in Tools
server.printwipeid command to print the wipe id of the .sav
Added mossy wooden beams for jungle ruins - wip
Merge: from profiler_improvements
- Adds linux support (tested on Ubuntu
22404 via WSL)
- Optimizations for JSON export
- Added debug utility to export binary snapshot - run `perfsnapshot <delay> <name> <frames> <shouldBinExport>`
- Added Tools/Profiler Bin Viewer, an editor only tool to inspect binary snapshots
- Reduced default frames captured to 4 from 10
- Profiler now skips annotating UnityEngine.CoreModule methods (reduces capture overhead)
- Works around Perfetto visualization issue with Complete events (https://github.com/google/perfetto/issues/970)
Tests:
- Exported a number of editor snapshots with binary snapshots to test bin viewer
- Using WSL, tested exporting a snapshot on Ubuntu - 3k procgen world
Merge: from main
Tests: editor compiles
Female models use V4 rig
Female body prefabs converted to prefab variants of the fbx
Added female skin set back into the skin collection
Bugfix: Workaround Perfetto's "Complete" event hierarchy bug
- Reported issue on their repo: https://github.com/google/perfetto/issues/970
Tests: exported snapshot from a linux server (running on WSL Ubuntu), 3k procgen world. Exported from editor as well.
viewmodel camera clipping fixes - rotation sway reduced for problematic melee weapons
Merge from main, codegen.
Increased ballista deploy volume size