110,878 Commits over 3,897 Days - 1.19cph!
Added repel and hurt trigger inside the tower in case you manage to glitch in
Fixed battering ram front wheels disappearing
Fixed the effects rotating with the wheels
Fixed doubled up siege tower doors
Re-enabled sync position on battering ram door
Tweak battering ram prevent building volume
Siege tower:
- no longer spams sound errors
- tried to fix duplicate doors
Re-enabled front door colliders on siege tower
Prevented work cart box model from going invisible due to the LOD
Moved box into the other corner (looks better on the above ground carts)
Fixing LOD3 and 4 materials for Catapult
jungle skin prefabs setup progress - floor frames, wall frames
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Initial setup:
- Created filtering methods for:
- Recent x purchases
- Best sold item
- Best x sold items
- Best x revenue generating items
- x time period sales
- Peak sale hour
- Total sales
Add command to make admin invisible
updated viewmodel mini crossbow anims
Ensured towing visuals delete properly when the towing joint breaks
Fix catapult animator init mismatch between client/server
Set all siege weapon recipes to require 1 ingredient each, so nobody freaks out on reddit when seeing the placeholder values I pulled out of my arse two months ago
Balancing will come later
Merge from ai_wolf_iteration
Catapult projectile throwing LOS checks
Prevent projectiles being fired through constructions and such
Added a server collider to the catapult arm
Tweaked projectiles radius
Remove unecessary includes
Fix wolves facing the wrong way when moving, and sometimes spinning when they start to move (new issues highlighted by async pathfinding)
Fix wolves hovering slightly above ground
Decrease await delay when checking for recording finish
Catapult animation client/server sync
Ice shader update, smoother edge detection, parallax, and some frost on top
Enabled instancing on all materials.
Safer TrainCar OnChildAdded behaviour
Manifest
Fix entity cluster spawn logic being biased towards the smallest possible cluster size when respawning entities
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blend between two atmopsheric haze factors over height
Merge from oxygen_qol_tweaks
Increased the depth required to be considered underwater for oxygen tracking purposes by 10% (85->95)
This should mean oxygen will start getting consumed slightly later when submerging and should also help situations where oxygen is still depleting in turbulent conditions and part of the players view is above the water
Added debug.waterFactorPrintout that pritns out the current depth level into chat for QA purposes
Fix exception from foliage tutorial change when entering play mode in the editor
Merge from ore_resource_optimisations
Convert all remaining nodes and the wood pile resource to the new PrefabAttribute workflow
Fixed outlines on wooden shield and reinforced wooden shield world models
Fixed another case where spamming equip/unequip on a shield would throw an NRE
Fixed blocking flag staying on if the players shield is holstered or destroyed while blocking, was preventing input on subsequent held entities
Fixed shields not parenting properly
Fixed being able to block while in debug cam