128,801 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                Optim: Reimplement AI-Cover/Move-Point debug drawing as a utility function instead of FixedUpdate
- Also now requires both CLIENT+SERVER being active in the editor (as it's part of ServerMgr's FixedUpdate step)
- Will reconcile the client cmd line arg but server logic in next CL
This wins us 5.5ms on 6k procedural map in editor
Tests: loaded a 6k procgen map on 1337 seed and checked the profiled. Tried enabling the debug flag, but it nukes the perf. Tested flag on craggy by spawning junkpile_j - saw the debug graphics.
 
                
                
                
                
                
             
         
        
            
            
            
                
                SimpleVehicleVisuals server compile fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from ai_wolf_iteration
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Make wolf foundation jump more consistent
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added melee and ranged shield impact slots to player model and viewmodel animators
 
                
                
                
                
                
             
         
        
            
            
            
                
                edited shield entity positions so the shields sit correctly in the hands
 
                
                
                
                
                
             
         
        
            
            
            
                
                Can no longer sprint while blocking with a shield
Fixed blocking flag not being applied on server
 
                
                
                
                
                
             
         
        
            
            
            
                
                Battering ram player model IK setup, added placeholder steering wheel
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added ShieldBlocking state to hands layer (inside Idle_StateMachine)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from cctv_shoot_disable -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from ghost_sheet_fixes
 
                
                
                
                
                
             
         
        
            
            
            
                
                set bike and horse mountables to animate cloth in worldspace
 
                
                
                
                
                
             
         
        
            
            
            
                
                added head/clavicle/neck to ignored bones on ghostsheet to help collision behaviour at some lookangles
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge: from remove_treeentity_update
This eliminates the many calls of TreeEntity.Update in editor play mode, saves ~16ms on 6k procgen map
Tests: booted editor with swamp_a scene and shut down, booted into craggy then switched to swamp_a, added and moved trees to swamp_a, changed tree prefabs - all cases could see expected visuals.
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Fixed hotbar 1-3 inputs not working while the RPS gesture isn't active
Log cleanup
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Show different text on computer station when camera is disabled
- "No Signal" = incorrect camera code or camera destroyed
- "Weak Signal" = camera disabled
 
                
                
                
                
                
             
         
        
            
            
            
                
                Using the ram consumes fuel
Added RemoveFuel in IFuelSystem to allow removal of a specified amount of fuel in one go
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: TreeToolRenderer can render on editor start
- Replaced sceneOpened with activeSceneChangedInEditMode, as former didn't react to boot process changing scenes
Tests: closed editor and reopened, trees started to render
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merge: from main
Tests: none (trivial merge)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from corrupt_prefab_handling
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added "Tools/Find/Corrupt prefabs" to easily catch merge issues, scans entire project for prefabs that haven't been imported correctly
Takes about 5s to scan whole project
Catches kayak issue from earlier in the week and another UI prefab issue
 
                
                
                
                
                
             
         
        
            
            
            
                
                reduced wind shader values on GhostSheet material
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added warming and cooling player modifiers, separately so that they can be combined.
Added phrases.
Metabolism coretemp now includes core temp adjustment from warming/cooling modifiers.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Add extra box collider to deployed camera too since it was only taking damage from the base stand of the camera
 
                
                
                
                
                
             
         
        
            
            
            
                
                Disable deployed cameras from being disabled while shot
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add extra collider to static CCTV camera so it can be shot better
- add static effect to the camera prefab itself
 
                
                
                
                
                
             
         
        
            
            
            
                
                Disable static CCTV cameras in monuments when they take damage
- default duration 5 minutes (convar `camera_disable_seconds`)
- 95% static effect when disabled
- can still hear audio when camera is disabled
- static effect around camera when disabled
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from brzone-blending -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Prefab application & fixes.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Cleaned up all rock formation meshes / better LOD distances for large variants / added shadow proxies / baked normals for LOD3 and LOD4
 
                
                
                
                
                
             
         
        
            
            
            
                
                Battering ram client steering, brake and throttle client inputs
Engine audio baseline
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from copypaste -> main
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                add cinematic tool to unify layers of renderables near a light source
allows for a light source to be isolated to just the player, for example, while staying under the max number of excluded layers
 
                
                
                
                
                
             
         
        
            
            
            
                
                Finalized & prefabbed wall mediums and large.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add ability to snap pasted entities to the terrain
- will search based on foundations only
- snap entire build to single height even if it overhangs the ledge
- convar is `paste_snap_terrain`
- can use `paste_height_offset` to control height offset after paste
Add more filters
- `paste_deployables`
- `paste_building_only` (only building blocks)
- `paste_foundations_only`
Add `copybuilding`
- will copy every building block & decay entity of the base you are looking at
- won't copy non-decay entities
 
                
                
                
                
                
             
         
        
            
            
            
                
                Battering ram attack interaction moved to a world button
 
                
                
                
                
                
             
         
        
            
            
            
                
                exported edited viewmodel metal shield animations
 
                
                
                
                
                
             
         
        
            
            
            
                
                Created simple vehicle system. This is a wrapper around the original VehicleVisuals system which allows quick creation of vehicle wheel movement without immense boilerplate.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: TreeToolRenderer tracks everything via a dictionary instead of a list
- Also track trees that are roots of scene(helps with domain reloads)
This'll avoid stutters in large monuments with a lot of pre-placed trees.
Tests: in swamp_a spawned a tree, triggered domain reload, and was able to see prefab changes afterwards
 
                
                
                
                
                
             
         
        
            
            
            
                
                Try/catch LifeInfographics method that iterates over every entity in the project so it can gracefully handle corrupt prefabs (and print out the name of the corrupt prefab)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: Don't allow TreeToolRenderer to react to changes of existing trees in wrong scenes
Tests: opened craggy, add a tree and tried to change prefab - nothing happened.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Restored battering ram animations
Moved the existing models into a placeholder folder
 
                
                
                
                
                
             
         
        
            
            
            
                
                exported edited 3p shield idle pose anim