110,902 Commits over 3,928 Days - 1.18cph!
-Ballista low poly model update
-Ballista UV's
-Ballista Materials
-Ballista WIP Textures
vendor_stats_fixes -> main
Fixed a bunch of issues with single entry placement after changing scaling
- Ensured everything is in local time
- Setup methods to process into 12 hour time
Fixed terrible scaling on stats menu
Added 12 and 24 hours options to timescale
Add bark and footstep audio to new jump anim
siege tower ladders lod and x form fixes. wheels added to guide mesh
Reduced car radio to T1 workbench and crafting time to 15 seconds.
Fixed HLOD disabling meshes too early in the monument load process causing the RendererLOD to initialise with shadows disabled
Percentage based shadow distance. Still enforcing previous shadow distances based on cascades for workarounds.
Stripped out the initial towing test code
painting carve radius directly onto the sculpture mesh rather than using a separate hit guide
Horses dung system
Fixed dungTimeScale convar not scaling dung production
Disabled air time temp ragdoll for now
Implement wolf headress effect on wolves
shield 3rd person attack anim split into 3 parts
Merge: from soundmodulator_leak
Fixes an audio-related NRE when performing generic interactions (zipline, bike, etc).
Tests: rode the zipline on Craggy a bunch of times(the whole way and with quick jump-off). Couldn't repro the NRE (though couldn't do it originally anyway)
Bugfix: Avoid double-recycle of sounds when pooling is disabled
- switched to checking recycle time
it used to rely on whether fade modulator was present or not as a flag, which doesn't work when pooling is disabled. And we can double-recycle now via NotifyOnParentDestroying and OnDisable
Tests: none, but super-confident about the theory
fixed the meterial issue directly on the subent door prefab as fixing it in the ram itself didn't carry over.
edited wooden shield position in its entity prefab to sit better on the player arm when chunky clothes are equipped
tweaked emissive slightly to be less blown out
set base emission to off on christmas lights
Missed Medieval Barricade Texture Files
Updated Medieval Barricade Textures and Materials
Updated Medieval Barricade Model to fix normal errors
edited clip range for metal shield attack anims and set up the wooden shield animator for melee attacks too
Merge: from main
Tests: none, trivial merge
Merge from simple_upgrade
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merge ice_sculpture->main (server compile fix)
Merge from ai_wolf_iteration
merge ice_sculptures->main
Ice shader: change tangent space normal blending to world space, make occlusion map align with normal map sampling, and frost now impacts alpha
Manifest - restore water_treatment_plant_1, stomped in
108847
merge from store_renderer_fixes
merge from standard_shader_improvements
Added "StripFromStorePreview" tag, will delete any gameobjects that are loaded in the store preview
Fixed snow machine throwing an NRE and not rendering properly
Merge from simple_upgrade
Merge from modding_prefabs
Fixed rotation for invis admin wall
Added two missing/unsaved tiled cube prefabs: brick_07 + glass_08
Possibly fix MainCamera NRE when entering/exiting game