121,138 Commits over 4,018 Days - 1.26cph!
Initial pass for primitive travelling vendor trades since 6/10 items were removed due to item restrictions (plan to do another pass later once seige equipment has final crafting costs)
- wood
- stone
- metal frags
- hqm
- sewing kits
- gears
- large backpack (max 2)
- salvaged axe (max 5)
- salvage pickaxe (max 5)
Update: ServerDemoPlayer - add debug option to log packets
Trying to figure out why some construction events are not being palyed back properly
Tests: played back a demo where I'm building multiple chained staircases
Fixed ballista SiegeWeaponVehicleAudio.StartReloadSounds NRE
Unpacked catapult mesh prefab, see if it fixes the unpooled bone names
Tweaked battering ram door max angles
Add support for alternative vending machine trades per era
New battering ram dismount pos
Bugfix: ServerDemoPlayer - synthesize initial tick after loadign a player
Avoids server's perception of teleport, as ticks are delta serialized and after load of save have default values.
Tests: played back a demo on craggy where I stayed stationary the first 10 seconds. No longer generating errors.
Disabled the new terrain collision proxy collider added on horses, need a better solution
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Removed the 30s repair delay on the battering ram head
Added more jungle scaffolding blockouts
Shorten tiger leap and growl anims for better blending, custom flee to go back into hiding then circle back
merge from primitive -> aux2
Bugfix: FullServerDemos - ensure initial save always happens if demo thread was toggled
Tests: recorded 2 demos in 2 recording sessions on one server session - both had saves created
Ensure AssetDatabase.SaveAssets() is called after manifest is generated
- seemed to work fine on build server without this but didn't save manifest locally until manually using Ctrl + S
Fixed ballista not repairable when hammering its subentity
Bugfix: ServerDemoPlayer - wake up all recognized players
Players that are loaded from a save arrive sleeping, which prevents tick processing.
Tests: Played back a couple short demos where I didn't jump at the start - saw player move.
Add per-convar profiling when changing quality presets
adobe wall and gate gibs and collision
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Can now specify individual menu panels that will return to the main options panel when closed.
Added Item store, inventory and workshop menu panels to this list.
exported tree climbing anim tests for tiger
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Use GetCurrentGroundTypeNoAlloc in all VehicleChassisVisuals
Added TerrainConfig.GetCurrentGroundTypeNoAlloc, compare the physics material by instance id instead of by name
For 100 catapults, from 3.9 KB 0.2ms -> 0.1ms
Make sure to stop any stationary siege weapon chassis visual update tick
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- Minor mini crossbow animation cleanup
- Reduced some noticiable flickering
- Added more lerp time
Additional improvements:
Fix download status icons being displayed before buttons load when changing pages.
Fix blank buttons appearing on first load before page finishes refreshing.
Make tiger weave less than wolves when attacking, as it doesn't fit its personality as much
Updated pumpkin world model collider so they no longer roll indefinitely when dropped on the ground
Update fsm speeds, fix other roar NRE, reduce tiger sprint speeds
Update: DemoServer - properly dispose resources on playback end
Tests: played back a server demo - no new errors
Removed ballista pulling interaction
4ShotMiniCrossbow -> primitive
Implemented new quicker animations
Added more visual flair and punch to tiger attack impact