192,975 Commits over 4,049 Days - 1.99cph!
Ensured towing visuals delete properly when the towing joint breaks
Fix catapult animator init mismatch between client/server
Set all siege weapon recipes to require 1 ingredient each, so nobody freaks out on reddit when seeing the placeholder values I pulled out of my arse two months ago
Balancing will come later
Merge from ai_wolf_iteration
Catapult projectile throwing LOS checks
Prevent projectiles being fired through constructions and such
Added a server collider to the catapult arm
Tweaked projectiles radius
Remove unecessary includes
Fix wolves facing the wrong way when moving, and sometimes spinning when they start to move (new issues highlighted by async pathfinding)
Fix wolves hovering slightly above ground
Decrease await delay when checking for recording finish
Catapult animation client/server sync
Ice shader update, smoother edge detection, parallax, and some frost on top
Enabled instancing on all materials.
Safer TrainCar OnChildAdded behaviour
Manifest
Fix entity cluster spawn logic being biased towards the smallest possible cluster size when respawning entities
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blend between two atmopsheric haze factors over height
Merge from oxygen_qol_tweaks
Increased the depth required to be considered underwater for oxygen tracking purposes by 10% (85->95)
This should mean oxygen will start getting consumed slightly later when submerging and should also help situations where oxygen is still depleting in turbulent conditions and part of the players view is above the water
Added debug.waterFactorPrintout that pritns out the current depth level into chat for QA purposes
Fix exception from foliage tutorial change when entering play mode in the editor
Merge from ore_resource_optimisations
Convert all remaining nodes and the wood pile resource to the new PrefabAttribute workflow
Fixed outlines on wooden shield and reinforced wooden shield world models
Fixed another case where spamming equip/unequip on a shield would throw an NRE
Fixed blocking flag staying on if the players shield is holstered or destroyed while blocking, was preventing input on subsequent held entities
Fixed shields not parenting properly
Fixed being able to block while in debug cam
Merge from december24_art_fixes
Fixed incorrect biome being selected on new tutorial cliffs
wolf pain sounds are less sad
wolf attack sounds have more snarl
- Box storage done the boring proper way
- Protobuf gen
- Broken locomotives that arent workcarts
Rebake tutorial island terrain height map
Fixed tutorial island scene menu option not pointing to correct scene
Update foliage baker to use more accurate raycast based terrain sampling, this is too expensive for runtime foliage but since we generate this foliage at edit time we can get the placement perfect, fixes some floating foliage on tutorial island
Another work around to priv checks with Vehicle_Large collliders
- Reverted Drawbridge LOD changes
- Ensure siege tower volumes parent sleepers
- Dont show building priv on vehicle large entities just because you are authed
- Add prevent building volume to constructable
Prevent invalid hash error
Siege tower:
- Remove unneeded checks on parenting volumes
Better trigger parent volumes