119,026 Commits over 4,018 Days - 1.23cph!
manifest - restore prefabs/autospawn/monument/medium/compound.prefab
removed temporary prefab now that we have final prefabs
adobe gate/wall item definitions
final prefabs for Adobe gate and wall
Added a screenshake and camera recoil to the local player when hit while blocking
Battering ram metal impact
Battering ram engine exhaust effet
Horse: make sure to damage all mounted players when doing the collision damage
Setup prefab information
Flip the shield raise progress bar so it starts full and lowers rather than vice versa
Shield can now only be raised for a maximum of 4 seconds
However long the shield is raised the player then has to wait that long until they can raise the shield again
Shield can be raised for a minimum of 1s (ie. if a player taps RMB, the shield will do a 1s hold and then have a 1s delay before it can be used again)
Communicated via the on screen progress bar (aka compound bow)
Fixed player floating above ground when rotating the ballista
Player follows the ground level
Better clipping checks
merge from primitive -> aux2
Yet another try catch that needs to throw it's exception instead of logging during GenerateManifest
Add extra colliders to the top, side and bottom of all shields for extra cover
Tripled the health of all shields
merge from primitive -> aux2
Ensure errors are thrown inside DoPrepare() instead of being skipped over
- only applies when `-throw_manifest_error` is set
FoliageGrid profling.
RustCamera foliage grid profiling.
Test:
Disable LODGrid refreshing when applying a preset change, enable it afterwards and then manually call it once.
Saves it being called 3 times when the tree, particle and mesh quality convars each get changed at the same time.
Add profiling for LODGrid.Refresh
- Further polish on layer changes
- Fixed bug causing animation curve to not run fully through
- Ensured timer duration works ass expected
- Added big ass note to the top of the file
- Worked on further hiding some bow manipulations
Set initial stock of icepick, salvage axe & large backpack to the same value as their refill amounts
Add support for initial stock of a vending machine to be <10
Initial pass for primitive travelling vendor trades since 6/10 items were removed due to item restrictions (plan to do another pass later once seige equipment has final crafting costs)
- wood
- stone
- metal frags
- hqm
- sewing kits
- gears
- large backpack (max 2)
- salvaged axe (max 5)
- salvage pickaxe (max 5)
Update: ServerDemoPlayer - add debug option to log packets
Trying to figure out why some construction events are not being palyed back properly
Tests: played back a demo where I'm building multiple chained staircases
Fixed ballista SiegeWeaponVehicleAudio.StartReloadSounds NRE
Unpacked catapult mesh prefab, see if it fixes the unpooled bone names
Tweaked battering ram door max angles
Add support for alternative vending machine trades per era
New battering ram dismount pos
Bugfix: ServerDemoPlayer - synthesize initial tick after loadign a player
Avoids server's perception of teleport, as ticks are delta serialized and after load of save have default values.
Tests: played back a demo on craggy where I stayed stationary the first 10 seconds. No longer generating errors.
Disabled the new terrain collision proxy collider added on horses, need a better solution