110,890 Commits over 3,897 Days - 1.19cph!
separated closed collider flags on garage door into mutually exclusive closed and busy collider sets - should significantly reduce the number of active colliders in a sealed base
Fixed network updates, for example from parenting changes, interfering with smooth movement for entities that are currently lerping
Removed Jarryd's interpolator SnapToEnd demo workaround
Ensured constructable entities update state on the serverside as well as the clientside
Textures and materials for build stages.
Added collider to the little overhang roof beside the window
Flip tower orientation whilst placing so it looks away from you
Add some randomness to the scientist peek timings
Fixed broken constructable entity reference
- Fixed broken guide mesh
- Fixed offset guide mesh deploy location
Fixed broken colliders and positions on siege tower constructable stages
Material Update in constructable prefab
merge from f1grenadeskinfix
Merge from indirect_instancing (and main)
Load IndirectInstancing component in MainCamera.cs to avoid merge conflicts.
Siege tower constructable gibs
Disable certain features (layers, bounds, ...) in order to debug last week's performance regression.
Fixed error when loading borked ballista ammo item
dirty SDF sculpting proof of concept, in-editor test setup only
Catapult and battering ram constructable gibs
Ballista constructable setup
Fixed catapult fire interaction available when looking at the ammo container
terrain4_albedo_array and terrain4_normal_array mip-bias changes
- Ballista Guidemesh
- Ballista Build Stages
Better catapult constructable colliders
Tweaked bounds
Fixed catapult server error
Fixed horse lootpanel max speed indicator
merge from fix-filterrichtext
merge from hot_air_balloon_unparent_noclip
merge from tutorial_island_fixes
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Experimental changes to try and resolve the slight player rotation wobble when entering/exiting parenting volumes
Greybox scene updated with poses
Transform copier script changes
Merge from zipline_dismount_angle
Improved behaviour of zipline dismounts
Now checks if a zipline position has a valid dismount before saving it as a safe dismount point
Increased the radius of the zipline capsule when checking if it can move forwards
Should no longer result in players being dismounted into clipping geometry on powerlines if the arrival point is at a harsh angle
Base player armour prefab (cine)