111,313 Commits over 3,928 Days - 1.18cph!
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
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
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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