110,877 Commits over 3,897 Days - 1.19cph!
merge from fix_lod_camera_nre -> main
Fix NRE when LOD is calculating on main menu but no cameras are spawned
Added emission fresnel to xmas lights
Ice shader: screensize and edge length now factor into tessellation
Possible horse server fix
Stomp local version of BatteringRam.cs with version from primitive branch
Protobuf, manifest, codegen
Merge from main/primitive
Codegen, manifest, protobuf, etc
Merge from shields (new branch to collect all primitive stuff in one spot for media)
Restored the 2px gap between vital bars
Fixed player hitting their own shield when crouching and melee attacking
Added a OnPlayerClothingChanged client side callback to HeldEntity
Backpack meshes will now be enabled when a shield is equipped and disabled when the shield is holstered
Fixed a case where shooting while crouched would sometimes result in the player shooting their own shield, applying damage to themselves in the process
Shield vm animator can now go straight to block from the melee attack end state
Merge from shred_helicopters
Manually kill the players in a vehicle earlier in the shredding process so they don't end up getting kicked for being under the terrain in some cases
Merge from monument_scenes_renderlod_fix
-Ballista low poly model update
-Ballista UV's
-Ballista Materials
-Ballista WIP Textures
vendor_stats_fixes -> main
Fixed a bunch of issues with single entry placement after changing scaling
- Ensured everything is in local time
- Setup methods to process into 12 hour time
Fixed terrible scaling on stats menu
Added 12 and 24 hours options to timescale
Add bark and footstep audio to new jump anim
siege tower ladders lod and x form fixes. wheels added to guide mesh
Reduced car radio to T1 workbench and crafting time to 15 seconds.
Fixed HLOD disabling meshes too early in the monument load process causing the RendererLOD to initialise with shadows disabled
Percentage based shadow distance. Still enforcing previous shadow distances based on cascades for workarounds.
Stripped out the initial towing test code
painting carve radius directly onto the sculpture mesh rather than using a separate hit guide
Horses dung system
Fixed dungTimeScale convar not scaling dung production
Disabled air time temp ragdoll for now
Implement wolf headress effect on wolves
shield 3rd person attack anim split into 3 parts
Merge: from soundmodulator_leak
Fixes an audio-related NRE when performing generic interactions (zipline, bike, etc).
Tests: rode the zipline on Craggy a bunch of times(the whole way and with quick jump-off). Couldn't repro the NRE (though couldn't do it originally anyway)
Bugfix: Avoid double-recycle of sounds when pooling is disabled
- switched to checking recycle time
it used to rely on whether fade modulator was present or not as a flag, which doesn't work when pooling is disabled. And we can double-recycle now via NotifyOnParentDestroying and OnDisable
Tests: none, but super-confident about the theory
fixed the meterial issue directly on the subent door prefab as fixing it in the ram itself didn't carry over.
edited wooden shield position in its entity prefab to sit better on the player arm when chunky clothes are equipped
tweaked emissive slightly to be less blown out
set base emission to off on christmas lights