111,663 Commits over 3,928 Days - 1.18cph!
- Initial launch point and mountable basic scripts
- Basic prefab setup
- Vine launch points can connect together
radtown_spline_fixes -> main
patrolheli_orbitstrafe_fix -> main
radioactive_water_convars -> main
Removed Catapult references in RidableHorse and ModularCar, use ITowing instead
Renamed anchor and trigger gameobjects
Parented the ammo storage interaction collider to the catapult arm, so the collider follows the arm pos
removed dependency on BaseEntity from AttachTo
more towing
- inverted control of towing attachment
- simplified AttachTo func, we can get the anchor points internally with information from the interface
Polish to catapult art. Added decal renderer to catapult prefab.
HCR viewmodel anim updates
corrected body used by horse for towing and some hitch->tow renaming
Experimental changes to horses, trying to improve the gamefeel
- Added subtle neck movement in the direction you're heading
- Increased turning speed
- Reduced stopping time, pressing backward at full speed will now trigger the stand anim and slide
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separation of towing (renamed from hitching) into its own class, exposing an interface for things that want to tow or be towed (shared interface, the joint goes both ways)
QteEntity, QteSnake and TriggerQTE basics.
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Added snake model to entity
Initial files/prefab/folders
small caves rocks dressing
medium caves rocks dressing
Allow surrender gesture when ducking
merge from /world_update_2/flashlightfixes/fulloverhaul/
merge from travelling_vendor_fixes_2
merge from patrol_heli_crash_filters
merge from radioactive_water_buff
large caves rocks dressing
update to mil tunnel rocks prefab, some terrain tweaks to go along
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Some folder restructuring now that we have actual assets
Merge from main (stomp PlayerAnimation, will need to redo changes)
Proof of concept for using AsyncGPUReadback to get the mesh data from the GPU even if it's been marked as non r/w
Only grabs vertices for now
Adjusted RendererBatch inspector to more accurately recommend fixes (eg. LOD0 and LOD1 are incompatible but LOD2 is batchable, now shows all issues and a buton mark the mesh as r/w)
Updated the scene wide fixers to mark a mesh as r/w if at least one mesh in a LOD hierarchy is compatible with batching
Reran the automated updater, gixed a further 62 items
This brings the batches in radtown to around 2300, a saving of around 700
Greatly buffed rad amount from sprinklers by over 70%
This makes it high enough to lightly affect full kits
Buffed the amount of rads given by splashes of radioactive water by 40%