128,955 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                mini crossbow viewmodel animations updated
 
                
                
                
                
                
             
         
        
            
            
            
                
                Increase stone wall player deploy volume area to include collision area.
Set time placed.
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Wrote a script to resolve duplicate bone names by appending digits
- Removed the vast majority of duplicate bone warnings on siege tower (rest will need looked at after art pass)
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Fixed door NRE still happening sometimes 
- Changed my stupid OnChildAdded override
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed siege tower drawbridges replication
Fixed SiegeTowerDoor NRE
Manifest
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                added GameTip for additional sculpting controls
 
                
                
                
                
                
             
         
        
            
            
            
                
                able to switch tool into a smoothing mode with shift+rmb to smooth out the sculpture (desturctively)
- hit guide changes colour and taost appears with current state
- fixed issue where blurring was setting boundary values to true and causing holes to appear in the mesh
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added a detail layer property section to each of the blend shaders
 
                
                
                
                
                
             
         
        
            
            
            
                
                Waterlogged methods cleanup
Tweaked ballista waterlogged point
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Hackfix: skip bootstrap smoke test at the start
- Key here is skipping error logs, since they trigger test failures.
Right now we build this weird mutant executable, and it tries to run server-side smoke test despite being on client. It emits an error, that we can't suppress that early, and which tips over the tests. I'll need to fix this properly once I got better build pipeline control.
Tests: ran LoadProcTest - it passed (though it's mostly a dummy test)
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Removed doubled stats prefab
- More logging
- Setup feed object parent
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added placeholder damaget to battering ram mats. Added damage script to entity. Added glass decals back.
 
                
                
                
                
                
             
         
        
            
            
            
                
                enabled damage layer on all siege tower materials with detailLayer
 
                
                
                
                
                
             
         
        
            
            
            
                
                Buildfix: added missing namespace qualifier
Tests: none, trivial change
 
                
                
                
                
                
             
         
        
            
            
            
                
                Stop NRE on clearing feed
 
                
                
                
                
                
             
         
        
            
            
            
                
                Get admin panel stats instance properly
 
                
                
                
                
                
             
         
        
            
            
            
                
                adding damaged materials for the ram shell
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: resolve location of asset bundles when running standalone perf test
- Also symlinking server bundles instead of client, for now
Tests: ran the LoadProcTest, no more logs of failing to open bundles
 
                
                
                
                
                
             
         
        
            
            
            
                
                ram bucket texture upres - 1k feels a tad lowres for a focal point object
 
                
                
                
                
                
             
         
        
            
            
            
                
                fixed incorrect material definition on battering ram rear door LOD2
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from creativemode_io_text
 
                
                
                
                
                
             
         
        
            
            
            
                
                Only show the creative mode text when a pending wire is active
 
                
                
                
                
                
             
         
        
            
            
            
                
                added ability to alter carve radius while carving with shift+scroll (can also use the convar directly) for quicker large changes and finer control
 
                
                
                
                
                
             
         
        
            
            
            
                
                icreased grid resolution further
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added a creative mode text in the IO hud UI when wiring stuff with creativemode.unlimitedio enabled
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added placeholder damage and damage script to catapult
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge: from main
Tests: none (big merge, going to fix any issues in follow up commits)
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                merge from teslacoil_tweaks
 
                
                
                
                
                
             
         
        
            
            
            
                
                Reduced tesla coil power usage by increasing their damage so they need less power to kill (35 power -> 25 power)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
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                Fixed battering ram door wheels culling, set to isDynamic
 
                
                
                
                
                
             
         
        
            
            
            
                
                Rename the radio socket gameobject names to lower case to possibly fix pooling mismatch
 
                
                
                
                
                
             
         
        
            
            
            
                
                fixed entity bounds on ice sculpture
 
                
                
                
                
                
             
         
        
            
            
            
                
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                meta changes on some collider meshes
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Committing walkway changes to switch branch
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from wolf-sound-tweaks
 
                
                
                
                
                
             
         
        
            
            
            
                
                roof conditionals colliders and then some