111,580 Commits over 3,928 Days - 1.18cph!
Tiny material fix to two jungle ruin pieces. Added ziggurat blockout to get that task started.
Fuzzed the backend/origin of the side blast flipbook.
Fixed HCR attack prefab reference.
Iterated on attack.
Fixed wanted poster assign UI NRE
Ensured soil saturation stays at maximum throughout growth cycle
Overall quality artificially set
Remove old dead AI code, hook up some events in preparation for NPCs being able to react to bullets impact near them or flying past them
Added system to mark growable entities as god - this ensure they always calulate max quality on all stats
Applied to plants inside static planter
Dont try to Free a list that doesn't exist
Added an optimised way to check if a static planter box is empty
merge from digitalclock (new sounds)
merge from frontier_hazmzat_cloth_fixes
Statically spawned planter boxes will now generate genes with a weight towards the positive, rather than completely random
Buildfix: invalid macro scope
Tests: built in none mode - passed
adjusted frontier_hazmats BC MaxOriginDeltas to roughly enclose character - massively helps cloth resolve when mounting and stops odd behaviour at high noclip speeds
BurstCloth Stability
- made max origin delta configurable (default value is the same as the old hardcoded one)
- origin and simspace deltas accumulated and cleared when sim job is scheduled, this was the main cause of most small explosions in cloth behaviour
▄▅▊ █▍▍▊▉▄▅▆▆▅ ▍▋▉▉▌ ▆▊ ▍▇▇▊▌▉ ▆▌ ▅▆▆█ ▌▍▉▍▇ ▅▊▍▊ █▊▍▍▋█ ▆▍▇
Update: Allow control for individual log type level
- dev level works as before by overwriting all of log type levels
This will help avoid flooding logs in specific scenarios. To be fully complete it needs to be extracted and consolidated in it's own utility.
Tests: changed logs on a procedural map - saw log types cut off/appear in the stream
Don't show monument block radius for DPV
Update: Temp logging of geiger counter equip events
Tests: local session
Optim: defer boxing when calling LogEntry
Reduces the overhead of logging a smidge when we won't be emitting any logs due to debug level.
Tests: ran local session, logs still there
Update: Converting custom combat logs to use LogEntry
Tests: local session, checked that collisions generated hurt logs
Update: minor log format changes to help with searchability
By wrapping the category in it'll be easier to do simple searches without hitting popular words (like Spawn)
Tests: ran locally
Clean: Making frequent logs less spammy in normal detail mode
- Bradley velocity report is removed (as it didn't add much value)
- Network update logs moved to highest detail level, 3
Otherwise, it floods the output too much, making it hard to parse logs
Tests: ran locally, checked logs are less spammy
tweaked hatchet cloth settings for better stabilitity
- upped damping and constraint iterations
Added last of LODs to jungle ruin walls kit.
Bugfix: Fix logging name frequently missing a NetID
It was possible to generate and cache name too early
Tests: local editor session, observed that same game object's identity updated properly
Update: When logging emit an instance ID
Without it can be hard to aggregate logs per game object
Tests: ran in editor
Fixed static planter now actually spawns the random selection of plants.
Spawn positions are now cached in the editor instead of at runtime
Added a command to generate the grid with custom size and spacing values
NRE fixes
Added an alternative dryfire rate so that the dryfire animation can be played faster than the fire rate on slow firing weapons
Set to 0.2 on the revolver
▉██▌▅▆▄█ ▌▉▄▍▆▇_▉▇▊▋▉▉█▍▍▉▇ ▌▍▋▍ ▇.▊▊▇ -> ▇.█▋▌
- █▆▅▊▆▋▄▆ ▌▉▌▇ ▌▇▄▆ ▋▌▉ ▉▌▉▇▇▆▉▉ ▍█▉▍▍▋█▅▉█ ▍▆▅▍▇█▆ ▅█ ▄▍▉█▉█ ▌▆▍▍ ▌▌█▊ ▆▄▌▇ ▊▌▊█▅ (▉▋▌▊▇▉▉▄ ▄▆▌▉▉█▄/▍█▄█▉▆▊/▊█▉)
initial pass on burstcloth setup for VM not using VM renderer
Implement tile art, each layer has a different color
▌▄▍▋▍ ▌▋▍▅▋ ▇▄▋▋▄▅▉▊ █▊ ▌▋▅▌ ▌▊▊▊▉▆▋▇ ▇▅▊▉▊▄ ▇▇▌▌▍█▊█▌▋ (▌▆▋▌▉▋▌ ▅▌ ▅▍▆▆▄█ ▍▍ ▄▊▊▅█▉█ ▇▅▌▍▌ ▊▆▇▋▍ ▌▇▉▍▋▉▇▉ ▊▉▅ ▄▄ ▋█▄)
▇▋▆▉ █▄▇█▄▇ ▊▆▅▆▇ ▉▅▄█▆ ▊█▍█▋▍▋ ▄▆ ██▄▍ ▅▇▉▌▇, ▅▋▄ ▉▇▇▅▉▉▋ ▋▅ ▊▇▌▉ ▊▍ ▋▋▌█ ▆▆ ▅▉▍▊▆▍▍▌ ▋▋▌▊▅, ▅▅▉ ▇▅█▄▆▅ ▌▄▅▇▉█▋ ▄▉ ▋█▌▇▋ █▉▆▉▋▍▇ ▍▉▅▇▉▋▅▇
More work on a built-in copy pasting tool:
You can now set two positions to select entities, forming a boundary for precise selection
Added a basic set of commands running on your current selection like save, cut, kill, print, cancel
(very wip)
▋▆▋ ▉▆▊▄▍█▉▍ ▇▊▊▌█▄▍▆▇ ▄▆ ▅▋▆▋█ ▍▌█▉▋, ▍▄▉ ▇▋▍▇▍▆▅ █▌█▅▌▊▆ █▄ ▅▆▉▊▉▅▄▆█▅
▆▍-▄▆▋ ▋▊█▇▅▆ ▉▍▅▅▌ ▊▇▆▍▌▍ ▍▇▅ ▅▊▇▊▊▆
▋▊▇▄▇▌ ▅▍▅▌█ ▋▆ ▊█▅▅ ▋▆▉▋▋▋ ▄▄█▋▋▇
removed camera offset in viewmodel anims, enabled viewmodel renderer
merge from wortld_update_2/dpv_fixes
Convert all the awning assets used in outpost to MeshLOD (was using LodGroup)
Merge from world_update_2
Merge from waterwell_update