111,303 Commits over 3,928 Days - 1.18cph!
Adjusted battering ram and ballista mount positions
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
Removed old/outdated pose files
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