111,515 Commits over 3,928 Days - 1.18cph!
Merge from fishing_full_inv_fix
Fixed fishing tackle mission soft locking if the player has a full inventory when they try and return it (do the inventory full check before we clear the required mission items)
Added RPS icon for gesture wheel. Updated UI to match new designs.
Player model cleanup
Added a blocking state to the 3rd person animator
Use dedicated `gameplay_analytics` convar instead of requiring the server to be official with stats enabled
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Added spawn.shielddummy command that spawns a bot with a shield equipped for testing
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First pass on damage logic
Shields can take hits and the hits are absorbed by the items condition
Shields can have different ProtectionProperties like a BaseCombatEntity
Shields can take hits when mounted on the back and abosrb the damage like they were held
Broken shields won't appear at all
improved visuals of the glass on the DPV
altered texture and materials
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Added relief map option to standard-specular shader
New faster and more accurate compute-based relaxed cone map generator
Lighting prefab backup / Volume fuckery
Hill cliffs proc map settings
Hill cliffs progress and mid size variants
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Merge from cached_ping_query_reduction -> main
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Add proxy circle behaviour to wolf to test anims
Recipe, description and placeholder icon
AI can now trigger tin can alarms
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Placeholder audio, repair & protection values
Moving everything to occlusion volumes WIP.
Static candle prefabs support volumes.
Bike Cargoship Parent -> Main
Added an IDetector interface so the tin can alarm doesn't have to inherit from BaseDetector and IOEntity
Only bother getting the trigger parent component should the bike have a driver
Ensured bikes still perform clipping checks parenting to any other volume that isnt enclosed. Eg, cargoship, swing bridge etc
Fixing compile errors, update manifest, fix protobuf definitions, and updating FuelSystem usage to new IFuelSystem interface
Optim: reimplementing List.Compare to use an inplace algorithm
Caused by my upcoming changes to Free<HashSet<T>> requiring IPooled(I could've worked around it, but it was better to optimize it). Although I didn't benchmark, this in theory is a straight win - 3 less loops, no need for extra pools, and also fixes a harmless-but-perf bug(remained set had more elements than expected).
Tests: Build for Client target. I also need to do runtime validation with a 3player multiplayer session - I ran out of time, will done once I'm back home.
WIP proof of concept for automating the entire process after pasting a list of workshop URLs.
underwater_divesites scene playable in editor
exported wolf run turnleft 150 to run test anim
merge from BurstClothFixes
Fixed burst cloth controller LODing not being marked as dynamic in some prefabs
Set-up corpse prefab and ragdoll prefab for croc. addad hitboxes and various scripts to croc prefab.
small ocean wreck buoy
initial prefab setup
LODs
fixed CNY_Spear and SkinningKnife BurstCloth setups
- proper gravity values
- reduced damping to reasonable values