111,322 Commits over 3,928 Days - 1.18cph!
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Unparented mag drop from the bolt.
Barrel attachment offsets
Ejection tweak.
Also hide side flash in ADS.
Various viewmodel fx polish/fixes.
Accesorized SMG fx tweaks
Code cleanup, comments
Deleted old prefabs
Ballista reloading client prediction
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BallistaGun now inherits from BaseVehicleSeat and is spawned as a seat
Fixes a lot of annoying issues and decouples it even more
SMG muzzle prefab updates & regression fixes.
merge from qol_io_arrows -> main
Add ability for IO arrows to be offset per port
- made water barrel top arrow offset to make it easier to see
merge from flashlightfixes/fulloverhaul
merge from mixingtable_click
Handle entities that have IO implemented as a separate child entity
- calculate the offset between the child & parent
- manually offset IO ports to account for this
- Reduce distance padding
- Fix a bug causing a rope to go to 0,0,0
Cherrypicked siege harness
Update: skeleton of a server profiler
- Most of the native imports in place
- Implemented the general flow of per-frame tracking
In theory should be able to track function entry/exits, but can't test until a decide on an early enough method of initialization.
Tests: none, too early
Increase prominence of wisps
- Towing joints are now saved/loaded
- Towing graphics are loaded properly along with the joints
Added blockout siege harness to testridablehorse
Updated boulders ui pickup sounds
Back to the generic burlap bag as dropped item prefabs for now
Prevent fsm from waiting one frame to change state when a state succeeds or fails
Fixes wolves sometimes pausing for one frame and losing momentum
Added some infinite change protection in the hypothetical case a group of states keep cycling during the same frame
After 3 same-tick changes we postpone the next state change for the next tick
Boulder and explosive boulders dropped item prefabs and icons
- get sun color from proper components
- sharpen density curve to improve definition
- also sharpen density-coverage falloff curve
- better approximation of inner glow/multiple scattering and ambient scattering
Show catapult ammo model in the basket, based on the item loaded
slow and greedy starting point for marching cubes
- not calculated in correct coordinate space or interactable, but can at least present the correct mesh for a given 3D dataset
Have wolf fsm tick slower when no player is nearby, similar to senses
Fix elevator and fluid splitter
Fix arrows trying to render when the IO port doesn't have a direction configured and flooding F1 console with warnings
Fix & add IO port directions on a bunch more IO entities
Combine wolf senses and fsm into a single budget for simpler tracking, and also because we want senses to drive the fsm tick rate in the future
Fixed battering ram jittery reverse speed
Use a flag instead, for safety