119,181 Commits over 4,018 Days - 1.24cph!
Fix an NRE inside GameObjectRef itself (when GameObjectRef lost it's reference to the gameobject but you call GetEntity() on it)
merge from primitive_gm -> primitive
Fix tech tree not allowing to unlock if there were restricted items inbetween
med ak skin WIP
- model skinned & exported
- initial prefabs setup
merge from primitive -> primitive_gm
Fixed T3 workbench missing the primitive version of the T2 tech tree
Merge from train_tunnel_altitude_2
Fixed issues on world sizes that, when divided by 216 and rounded down, resulted in an even number
merge from primitive/gameplay
Resolved tech tree pathing issues
Bugfix: ServerDemoPlayer - replicated polayer now follows demo's trajectory
- Also added more detialed logging of position messages
Decided to stop avoiding syncing player's position to outgoing messages, as there's weird teleport in the recorded demo. But at least now it works as expected.
Tests: Played back the longer 2 player demo - all good. Playerd back the known short demo with violations - still present, so also good.
properly disable horse animator while ragdolling, better perf but also stops audio triggers from animator
merge from primitive -> aux2
merge from primitive_gm -> primitive
Add NRE checks to SpawnGroup (to account for some spawners having null prefabs)
Bugfix: ServerDemoPlayer - don't duplicate connected players
- Also added expanded tick logging
Connected player doesn't move due to tick divergence - investigating.
Tests: played back a 2 player demo with 2nd player connecting half-way-through. Only one player gets created in expected position
Add primitive server browser tag
Fix existing gamemode tags not appearing to work
exported tiger swipe at fire anim
Fix ferry terminal train tunnels always being blocked off instead of only being blocked when underground trains is disabled
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Submitting scaled down ballista weapon rig
merge from primitive/gameplay
techtree 2 progression
gate workbench 3 (for now)
merge from primitive -> primitive_gm
Fix T2 tech tree appearing twice
added new mount art for static ballista
Fixed ram lighting enabled state not looking quite right.
reset horse spine local pos after ragdolling so it doesn't occassionaly turn into an accordion
Editorconfig updates (end_of_line = lf, insert_final_newline = true, resharper_csharp_wrap_lines = false)
Fix oversight in aim time calculation
Fix tiger thinking someone is always aiming at him
- Code cleanup
- Can pickup hive if theres no honeycomb left inside (you lose the bees inside on pickup)
Merge from multi_auth_radius
Add authradius_radius and deauthradius_radius.
Eg "authradius_radius 5 5" to auth everyone within 5 units (of the command issuer) on all entities within 5 units of the command issuer.
- Added honeycomb
- Beehive now stores items (honeyomb)
- Beehives generate more honeycomb the more bees are inside
- Bee's wont generate unless theres some initial honeycomb inside the hive
Fix baseEntity.query returning client entities in editor
Added depth checks when writing to the Additional Flags buffer in the GBuffer pass
Update: ServerDemoPlayer - automatically validate the demo offsets if debug.json is available
Tests: Recorded a single player session on craggy - no reported errors.
adobe wall and gate bug fixes. frontier wall and gate gibs and lods.
Restrict shotgun ammo types
Restrict SAM ammo
T2 Techtree progression
further ragdoll tweaks
- larger colliders
- more aggressive ragdolling end thresholds
- don't apply as much velocity when starting ragdoll from the initial pose
Update: FullServerDemos - add basic debug json packet logging
I confirmed that my packet reconstruction goes wrong at some point, so now need this to help track down what logic is borked.
Tests: recorded a short demo on craggy - got a valid debug json