110,878 Commits over 3,897 Days - 1.19cph!
Added server.homingMissileTargetsHab convar (defaults to off)
Homing launcher can target HABs as long as that convar is active and the HAB is fully inflated
Merge from hackweek_car_radio
Remove old and accidental files
Merge from localcoord-emission
Car radio costs 120 metal fragments, the same as the Portable Boom Box
Merge from ai_wolf_iteration
Fix wolves leaping too far
BaseSiegeWeapon now inherits from GroundVehicle
and BatteringRam now inherits from BaseSiegeWeapon
Fix wolf thinking the player is reachable when they are not, because of unity async paths returning "complete" instead of "partial" even when they are partial, potentially because of the hidden large projection they do
Hook last version of jump anim, and re-annotate the motion warping timings
Apply out of navmesh root motion when not in the air
merge from fix_teleport2grid_foundations -> main
Fix teleport2marker & teleport2grid moving you inside rocks / bases instead of to the top of them
Try fixing compile error from junkpile despawn
merge from qol_junkpile_despawn -> main
Add emission support to localcoord shader
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Tweak the wolf dynamic vision range:
Reduce base wolf vision by 5m
Player crouching = 50% range
Player sprinting = 130% range (no change)
Crouching now allows getting in melee range if you approach a wolf from behind
Initial RPC send and receive framework for stats using protobuf
Working on jungle walkways
ballista ammo lods and prefabs
- Init/Disposal of transaction feed entries
- Setup view system to display a given protobuf of transactions
- Ensure disposal and return to the pool on dialog closed
- Code cleanup
Merge: from VendingMachinePooling
Fixes a minor bug that caused Vending Machine's protobuf pool to inflate
Tests: spawned a vending machine on craggy, saved, loaded craggy again - marker was present. Monitored pooling stats - seemed normal.
Bugfix: avoid inflating VendingMachine's protobuf pool
- Rewritten with relying on pooling
Tests: spawned a vending machine on craggy, saved, loaded craggy again - marker was present. Monitored pooling stats - seemed normal.
exported updated wolf attack ledge animation
Merge from admin_invis_command
merge from wire_slack_fix
Fixed 0 point wires not being destroyed as expected when quickly adding and removing points
Polish jump trajectory and weightiness
Catapult projectiles naming
enforce burst compatibility on Point3DGrid
server processes enqueued sculpture updates centrally, allowing certain jobs to run in parallel
- most beneficial on server startup
Feed entry script with basic setting
Fixing skinning issue for catapult rope
Fixed push interaction showing when looking at disabled reload and fire interactions point
Fixed battering ram fuel storage openable from outside through chassis colliders
Added lookingAtColliderNoPenalty in BasePlayer
Set as the real collider the player is looking at, before we apply distance penalties based on available interactions
Useful when you want precise interactions on vehicles with many colliders (like the catapult)
Admin Stats:
- Setup ui dialog panel
- Wired up open/close through admin panel
- Prefabs for panel setup
exported updated wolf attack ledge animation
blurring a slightly larger radius than the carve
updated exports for view and worldmodel
cleanup (wrong namespaces and nested jobs)