111,429 Commits over 3,928 Days - 1.18cph!
Update: Moving perf tests to PerfFwk plugin
- Added additional references to PerfFwk
Original idea of mixing perf test code into main assembly didn't work out, so for now going the path of contianing them in an isolated assembly
Tests: tested with other changes to run pooling tests in CLIENT+SERVER standalone mode
Fix ai.killanimals command not killing the new wolves
Put all new AI code in a separate namespace to avoid confusion with old AI framework
Modify codegen to support namespaces
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Consolidate the way wolves filter preys
Fix ai.addIgnorePlayer not working for the new wolves
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Potential fix for wolves jagged jumps
Prevent wolves from using a 180 anim to turn away from fire if they are already facing away, it looked odd
Make wolves flee a random distance to avoid visual repetition
Make wolves flee further away to avoid being easy targets
Refactor modifier application so I can use it elsewhere.
merge from fix_crafting_queue_wrong_item
merge from planter_night_rainfall_fix
merge from launchsite_flow_fix
merge to main surrendering_duck
merge from frontier_hatchet_bc_fixes
Merge from thirdperson_orbit_cam
Fixed some duplicate arms
Reworked shield viewmodel coding to live on a new self contained component
Updated viewmodels with new assets
Added orbit camera to third person camera view for devs/admins.
Hold alt when using third person camera to use.
Mousewheel zooms in out.
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Battering ram work in progress
- added driver seat, fuel storage and engine logic
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Fix animals walking through crates and barrels
Fix wooden covers not carving navmesh
Fix wooden barricades not carving navmesh as opposed to other barricades
setting up metal shield viewmodel
Undo: auto-reference of PerformanceTesting lib
Trying out a different approach
Tests: none
Activated towing on all siege weapons
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Fix wolf looking behind them too much when fleeing
Smooth out wolf neck movement
Auto dismount player at the end of sampling (just use distance for now)
4 shot mini crossbow folder setup &
basic blockout / grey box
- Player rotation follows orientation of parabola flow.
- More code structure cleanup.
- Inject use level in vine utils
Code cleanup, all siege weapons now inherit from BaseSiegeWeapon
Merge: from main
Tests: none
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Refactor parabolic sampling into its own class. Remove cardinal spline code. Integrate porabola visualisation into the vine launch points. Remove old visualisation code,