111,838 Commits over 3,928 Days - 1.19cph!
More robust code for RefreshLockState
Hopefully fixed modular car code lock showing green light instead of the intended red after moving out of network range and back
Update model components, disable deprecated stuff
Fix conflicting right hand aim
Added wallpaper pack icon
lods and collision for frontier walls
Fixed deployables being placeable on the digital clock
Changed GCO category to Weapons
Added convar for opening directory folders (only works locally)
Can be used to setup binds to quickly open screenshots/demos/maps etc
More null checks in WallpaperPlanner.OnFrame
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Merge from world_update_2
Improved terrain blending in areas where rivers flow into the ocean
Added GenerateOceanTopology to refresh ocean topology after all monuments have been placed (fixes missing water near harbors / ferry terminal)
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Improve fidelity of wolf consecutive attacks when the player keeps walking backwards, or is standing still
Merge: from main
Tests: built all modes in editor
Update: RCon test page now accepts custom endpoint
Think at this point it's good enough, so I'll stop here
Tests: tested with connecting to local host
Make wolves react to lit torch swings and projectiles landing near them
Update: RCon test page now follows log coloring output
- Parses color tags that we receive in the stream
- Recolored background to follow unity's style (since we sometimes send white colored logs)
Tests: connected to session with high debug level with colored output
Update: RCon page displays Logs
- Logs the pages connection flow, rcon commands and the feed from the server
- Log scroll sticks to bottom
Tests: ran with local session
Split orbit null checks into two seperate checks to ensure target being null cant mess with the second check
Reduced the max amount of rockets fired by orbit strafe from 24 to 16
Patrol Helicopter will keep playing damaged fx alongside destroyed fx
Follow orientation attempt 2
Reduced wallpaper crafting cost to 10 cloth from 20, amount per craft 1 -> 2
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player update. exported unarmed diagonal walk anims and set them on playeranimation controller
Added textures for stone piles. Added stone pile variants.
Update: Add entity counter to Save Viewer
This should be enough for now, I'll add more functionality as needed.
Tests: loaded a large save, validated counter updates with filtering applied
Shrunk swamps a/b/c terrain usage to allow for a larger buffer for terrain blend map
Reprocessed terrain blend maps for those
Wolves can wait longer in a spot while roaming, reducing the number of path queries made by roaming wolves
Frontier hazmat LOD2 excludes burst cloth bones
Increased tunic controller LOD distance
Update: SaveViewer triggers loading on changed event
- Also disabe the export buttons if no valid save is loaded
Allowed to get rid of an extra variable and a first-run exception
Tests: loaded large save game multiple times, all func still worked
Merge from ai_wolf_iteration
Bugfix: avoid parsing invalid paths in SaveViewer
Tests: tried to use a malformed path
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Fix sense refresh time not accounting for budgeting delaying refresh
merge from dropped_item_perf_improvements
Properly handle origin/simspace delta accumulation when BurstCloth is re-enabled