121,132 Commits over 4,018 Days - 1.26cph!
Added a dedicated TerrainCollisionProxy collider for the horses
Removed custom rotation pivot on the snake mask, re-enabled the 3d view in the store
Fixed horses standing on trough in ranches
S2P both ranches
Make sure to include any passenger when ragdolling the horse driver
Fixed horse double saddle culling
Closed battering ram cockpit door
Scaled up the wheel a lil bit and added suspension
Fixed battering ram not using its VehicleChassisVisuals
Updated BatteringRamVisuals to move the axles
Cleaned up BaseSiegeWeaponVisuals
Updating more player seeds to v4 rig
fixed slight gaps around wall frame semi circle on swirling wallframe
merge from main -> primitive_gm
Updated workspace to Unity 2022.3.55f1 (all builds have already been switched over)
Fixing scoop not being skinned on battering ram
merge from primitive -> primitive_gm
updated minicrossbow 3p anims to match viewmodel
Clean: DemoServer - removing custom tick vizualization logic
It should be via IDemoAnalyzers, rather than some randomly sprinkled seasoning
Tests: editor compiled in Server mode
Updated catapult world colliders, tweaked wheels stiffness
Update: ServerDemoPlayer - players now move based on tick history
- Added recording of userIds to full server demos (need to match against players in saves)
- Added a callback for when world loading is done to do any additional logic (in demo case, matching players)
Tests: played back a 30s demo from Craggy
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- Experiments with ballista
- Missing prefabs
Fixed ballista reload end sound not playing
made minicrossbow reload anims quicker, from 97 frames to 70 frames
defer gravity death to avoid immediate component destruction in physics callback
- also fixed drag issue causing inconsistent fall damage in some cases
ragdolls handle fall damage and now properly match the player gravity (catapults use default values still)
Fixed ballista audio, had fun with animation events and cycle offset animation
Updating battering ram rig with new uvs
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Fix tiger anim pops when sleeping and roaming
Moved indirect diffuse and specular lighting to their own fullscreen pass instead of being calculated during the GBuffer pass
Add `delete_populations <name> <name2>` command to delete all entities inside a spawn population
Add `delete_all_populations` to delete all entities inside every spawn population
merge from garage_door_wire_fix
speculative fix for wires going towards origin when placed on garage door after open/close cycle
Increased ballista textures aniso level, less blurry in first person view
primitive -> 4ShotMiniCrossbow
Ballista:
Fixed reloading while aiming feeling choppy
Improved the client prediction
Broke the audio tho, needs more work
Imported Pies World Model FBX
Setup a Basic Pie World Model Prefab
Updated Pie Materials and Increase Pie AO Texture Map
merge from primitive -> aux2
merge from primitive_gm -> primitive
Fix NRE on server startup by removing the balancing of spawn population weights
- trust that the convars will be set early enough in startup
- worst case the weights will even themselves out as players consume resources
merge from primitive -> primitive_gm