111,915 Commits over 3,928 Days - 1.19cph!
BurstCloth Stability
- made max origin delta configurable (default value is the same as the old hardcoded one)
- origin and simspace deltas accumulated and cleared when sim job is scheduled, this was the main cause of most small explosions in cloth behaviour
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Update: Allow control for individual log type level
- dev level works as before by overwriting all of log type levels
This will help avoid flooding logs in specific scenarios. To be fully complete it needs to be extracted and consolidated in it's own utility.
Tests: changed logs on a procedural map - saw log types cut off/appear in the stream
Don't show monument block radius for DPV
Update: Temp logging of geiger counter equip events
Tests: local session
Optim: defer boxing when calling LogEntry
Reduces the overhead of logging a smidge when we won't be emitting any logs due to debug level.
Tests: ran local session, logs still there
Update: Converting custom combat logs to use LogEntry
Tests: local session, checked that collisions generated hurt logs
Update: minor log format changes to help with searchability
By wrapping the category in it'll be easier to do simple searches without hitting popular words (like Spawn)
Tests: ran locally
Clean: Making frequent logs less spammy in normal detail mode
- Bradley velocity report is removed (as it didn't add much value)
- Network update logs moved to highest detail level, 3
Otherwise, it floods the output too much, making it hard to parse logs
Tests: ran locally, checked logs are less spammy
tweaked hatchet cloth settings for better stabilitity
- upped damping and constraint iterations
Added last of LODs to jungle ruin walls kit.
Bugfix: Fix logging name frequently missing a NetID
It was possible to generate and cache name too early
Tests: local editor session, observed that same game object's identity updated properly
Update: When logging emit an instance ID
Without it can be hard to aggregate logs per game object
Tests: ran in editor
Fixed static planter now actually spawns the random selection of plants.
Spawn positions are now cached in the editor instead of at runtime
Added a command to generate the grid with custom size and spacing values
NRE fixes
Added an alternative dryfire rate so that the dryfire animation can be played faster than the fire rate on slow firing weapons
Set to 0.2 on the revolver
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initial pass on burstcloth setup for VM not using VM renderer
Implement tile art, each layer has a different color
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More work on a built-in copy pasting tool:
You can now set two positions to select entities, forming a boundary for precise selection
Added a basic set of commands running on your current selection like save, cut, kill, print, cancel
(very wip)
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removed camera offset in viewmodel anims, enabled viewmodel renderer
merge from wortld_update_2/dpv_fixes
Convert all the awning assets used in outpost to MeshLOD (was using LodGroup)
Merge from world_update_2
Merge from waterwell_update
Merge from world_update_2
Merge from waterwell_update (for initial playtest)
Fixed NPC shopkeeper not respawning
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Manually reimplemented the vending machine changes on this branch
Allow a bigger range of angles before considering a wagon collision to be a side hit. Fixes not being able to push wagons that are parked on relatively tight corners
Fixed pushed wagons tending to zoom away when a heavy locomotive pushed them. Now limiting the velocity change based on the speed of the closest colliding train.
Merge from parent (many merge issues, will need some fixing)
Don't use rigidBody.velocity for trains. It's always zero (kinematic). Now passing correct velocity data.
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HCR attack prefab & related files.