4,959 Commits over 670 Days - 0.31cph!
Removed the mass enabling/disabling of all TMP texts when opening/closing the main menu, hud and inventory
Saves around 40ms and reduces GC allocation by 200kb every time the main menu is opened
Regenerated Chinese, Korean and Japanese static fonts
Added empty dynamic fallback fonts for each of them
Cleaned up the fonts folder (without breaking the community UI this time)
Baseline of a tool generating static fonts based on localization content
Added a scene view toggle to hide all sockets gizmos when editing a prefab having sockets (off by default)
When enabled, all socket gizmos will be hidden and will only appear when their respective gameobject is selected
Better SocketMod_InWater gizmos
Will no longer be drawn when its parent gameobject is selected (trying to reduce the gizmo nightmare when opening a prefab)
Added bounds handles for deploy volumes as well
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Changed the "GiveItem failed!" error toast so it no longer pops on top of the inventory
Hide local player arms when mounting the ballista
Added WASD controls to ballista
Tweaks, inverted ballista up animator parameter
Added leg animator to the player model, only enabled when mounting the ballista
Removed ballista debug logs
Increased ballista mass
Dismount driver when flipping or reaching high velocities
Fixed some rotation issues
Fixed missing wheel NRE
Catapult item pickup and drop sounds
Ballista bolts world models and pickup/dropped sound
Fixed siege tower pulling flag colliding with tipping flag
Adjusted siege tower model pos so it doesnt spawn clipping into the ground
Fixed battering ram choppy reverse
merge from clientserver_entityfinder_tool
Added a context menu to jump in between the client/server gameobjects of an entity (GameObject/Select Client Server Entity)
Only visible when in playmode in CLIENT SERVER mode
Current gait networked to the client
Polished towing interaction conditions
Cleanup
Tweaked horses examine interaction so it doesn't show up when trying to pickup collectable while riding
Horse legs tweaks
Fixed steering+reversing issues
Deleted leg animator assemblies
Horse legs IK setup, still wip
Spine IK groundwork
Tweaked head IK leaning
Moved the horse center of mass back to give that laggy ass feeling
Start moving forward a lil bit after rotating in place
Fixed DeferredMeshDecal NRE when spawning hex-a-gone tiles
Both head look system working in tandem: one for direction and one for point of interests (players, food, ...)
Horse proper headlook setup, disabled old headlook
Horse mountable blend tree tweaks
Fixed missing animator param warning when reloading the ballista
Prevent temp ragdoll player instigated dismounts
Reviewed horses interaction priority, so you don't accidentally hit examine while trying to mount your horse
implemented ballista base rig
Horse container, breeds
Tweaked fringe, collar and hair skinned mesh renderers bounds to fix culling issues
Horses hitch and trough logic
Added an IHitchable interface to keep the old horses working
Code cleanup
Ballista now sets the player animator 'up' parameter based on its pitch angle (range -1,1)
Stripped out the initial towing test code
Horses dung system
Fixed dungTimeScale convar not scaling dung production
Disabled air time temp ragdoll for now
Disabled horse temp ragdoll for now
Fixed dismounting
Horses can eat food again, this time using a trigger instead of vis.entities
Stationary flag and rigidbody sleep logic
Implemented new ballista placeholder anims
Restored horse stamina
Compile fix