110,901 Commits over 3,897 Days - 1.19cph!
Update attack loops on reinforced shield
Delete animator controllers for wooden, reinforced and improvised shields
There are overrides setup for each shield viewmodel variant, we should be using those
Both head look system working in tandem: one for direction and one for point of interests (players, food, ...)
Horse proper headlook setup, disabled old headlook
Horse mountable blend tree tweaks
Adjust TOD scattering direction clamp to avoid normalising zero vector (stop NaNs)
Major wip:
- Set up fractional reload
- Setup fast reload values (purely wip and testing)
- Setup Mini Crossbow script (sets shots left value)
- Use shots left to blend anims
Shortened the transition between melee_atk_loop and melee_atk_end to fix the slight hold when going straight to block
Don't allow the shield to block while the held weapon is playing it's deploy animation
updated triangle planter, fleshed out prefabs and now as a deployable
scripts may need checking over
Merge from scrap_exchange_dynamic_pricing
Fixed the out of stock calculation not taking into account the new scrap multiplier
Fix disabled audio source warning when reconnecting in range of an active car radio
Ballista
- player anims for up/down
- added player anims to animator, set up blendtree with up/down animing to use up param
- tweaked start position of lever on ballista anims
- tweaked eye position & hand ik on entity
Merge from simple_upgrade
Can't upgrade after recent damage
Fixed missing animator param warning when reloading the ballista
Prevent temp ragdoll player instigated dismounts
triangle planter progress
LODs, Collison and Gibs
initial prefab setup - some extra work will revist tonight
Reviewed horses interaction priority, so you don't accidentally hit examine while trying to mount your horse
Changed the car radio item inventory move sfx to a more suitable light metal sound rather than the heavy clunky car module sound
implemented ballista base rig
re-exported ballista weapon anims after rig update
Horse container, breeds
Tweaked fringe, collar and hair skinned mesh renderers bounds to fix culling issues
corrected readonly attributes on jobs that were mistakenly using a facepunch one due to namespaces
Fixing branch name typo because I can't live with it.
Bunch of shadow cascades and distance related stuff.
mini crossbow admire anim updated and rotate barrel anti clockwise clip created
jungle_ruins_a layout first iteration
Submitting updated ballista base rig
main -> 4ShotMiniCrossbow
vendor_stats_fixes -> main
Fixed a case where feed entry could be padded off to the left for no appartent reason
Updating ballista weapon rig
Optim: remove dead bots from global tracking
- Removed now unnecessary null check when simulating bots
Tests: on craggy spawned 15 bots then killed them - counter went up and down accordingly. Flew around 3.5k procmap, gave it a soak test. Both cases no NREs.