128,801 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                Restored battering ram model position
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: TreeToolRenderer can visualize newly created trees
- Also added tracking for the active scene, to avoid letting TreeToolRenderer running on the wrong/unsupported scene
Tests: added a new tree to swamp_a. Switchet to Craggy, tried the same - didn't get visualized. Went back to swamp_a and added a tree - all good.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Ballista reloading fixes and cleanup
 
                
                
                
                
                
             
         
        
            
            
            
                
                player animator update plus idle pose
 
                
                
                
                
                
             
         
        
            
            
            
                
                Snakes now slowly turn to face in-range players.
Client-only visual triggers, notifications and optimisations.
 
                
                
                
                
                
             
         
        
            
            
            
                
                updated holster position for metal shield
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added a very first pass of door controller tests using copypaste to load pre-built circuits
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                ▋▋▄▌ ▄▍███▋▋▋▉▊██▇█▋▅ ▋▋█▇▌▍▅▉. ▍▇▍▄ ▆▊▍▅▌▋▆▍ ▆▅▊▊▅█▌.▊▊▄▆ ▅▅▍▅▄ ▇▋▍▅ ▌▍ █▅▌▋█▌▋▆ ▉▉▅▌ ▍▉▄▋▅█ ▄▉▍ ▍▄▌▌▇▉▌▌ ▄▌▅▅▇ ▋▉ ▌▇▍ ▍▌▇█▊▍
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add `downloadpaste <url> <name>` command
- default to using the filename in the url
- can override name if it is going to overwrite the paste
Add `renamepaste <old> <new>` and `deletepaste <name>` commands
- allows you to rename pastes after you download or want to reorganize
- can delete if needed too
Add `upgrade_looking` and `skin_looking` commands
- same as `upgrade_radius` command but uses the base you are looking at instead of a radius around you
- easier way to upgrades in front of you
- will only search directly attached building blocks, won't handle external TCs
- add `GamePhyics.TraceEntity()` method to handle raycasting entities in editor and ignoring server / client entities
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: TreeToolRenderer can track modifications to existing trees
- replaces previously half-working OnToolGUI
Tests: on swamp_a, modified tree's prefab - saw visuals change
 
                
                
                
                
                
             
         
        
            
            
            
                
                file naming and organising
 
                
                
                
                
                
             
         
        
            
            
            
                
                Rock - Override controller updated to use v3 anims
 
                
                
                
                
                
             
         
        
            
            
            
                
                Clean: remove unnecessary event callback for TreeToolRenderer
Tests: reopened swamp_a
 
                
                
                
                
                
             
         
        
            
            
            
                
                assigned shield 3p anims on player animation controller and edited metal shield position in its entity
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: Restoring kayak to version from 
105500
It got missmerged into nothing(empty prefab), even though it should've automerged
Tests: Spawned it on craggy and got in on the front seat. No exceptions during loading or spawning.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: TreeToolRenderer only runs on prefab scenes
Tests: loaded up swamp_a - trees were visible.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Trigger fixes.
Remove log spam.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added new ballista incendiary spear ammo
Added client reload and ammo switching logic (still wip)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: move TreeEntityEditor closer to Resource Editor folder
It was in a generic editor folder previously, and we have a specialized folder now
Tests: loaded up swamp_a monument and checked gizmos still draw
 
                
                
                
                
                
             
         
        
            
            
            
                
                Optim: Replace TreeEntity.Update with a an editor-only renderer
- Handled by an EditorTool(work in progress, doesn't track all changes to the scene)
This wins back 16ms on a 6k world in editor.
Tests: Loaded swamp_a scene from a cold start, was able to see trees. Started 6k procgen map, fps was better.
 
                
                
                
                
                
             
         
        
            
            
            
                
                re-created v3 anim folder, taking existing .meta & retaining clips, all anims now using v3 avatar
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from copypaste -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Cleanup & rename kill -> killbox (so it doesn't overlap with normal kill command)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add ability to undo pastes with `undopaste` command
- only kills entiites you pasted (if you want to redo a paste, just paste it again manually)
 
                
                
                
                
                
             
         
        
            
            
            
                
                second noise layer for coverage
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Allow pasting directly from name
- `paste cars1` will load "cars1" and paste it while persisting current clipboard
Filter entities when pasting instead of copying (allows you to change filters after copying a single time)
- change convars from "copy_npcs" to "paste_npcs"
- filter entities that have no parent when pasting
- add option to filter vehicles
 
                
                
                
                
                
             
         
        
            
            
            
                
                Client trigger, art root setup.
Initial basic facing nearest player logic.
 
                
                
                
                
                
             
         
        
            
            
            
                
                setup admire anim for metal shield
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Snakes can now reposition after striking.
Added variables and convars for reposition chance, min/max radius and multipliers.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge: from main
Tests: none
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge: from requesttrees_spike
This reduces overhead of streaming grid cells of tree impostors from 3.5m to 1m on a 4.5k server.
Tests: 2 editors(1 server, 1 client) in same session - streamed no changes, removed 1 tree then re-streamed, and streamed with disabled lazy serialization
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from kayak_perf_fix
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merge: from main
Tests: none
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from oases_topology_fixes
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                 merge from voice_chat_cctv
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                merge from nuking_old_cliffs_in monuments
 
                
                
                
                
                
             
         
        
        
        
        
        
            
            
            
                
                Iterating.
Large wall variant.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add refresh button to the top of the era editor to refresh all items
- used if you change prefabs without using GUI
 
                
                
                
                
                
             
         
        
            
            
            
                
                Don't show redirect items in era editor window
When checking if a redirect's era, use the redirects era