110,875 Commits over 3,897 Days - 1.19cph!
Added Place Holder Medieval Metal Double Door Icon
Updated Medieval Metal Double Door Prefabs
Changed Medieval Metal Double Door Frame texture resolution from 512
Updated Medieval Metal Double Door FBX's
Imported and Setup Medieval Metal Double Door GIBS
Created Medieval Metal Double Door Material
Imported Medieval Metal Double Door Textures
Set up battering ram and catapult death screen ui
Fixed a minor battering ram issue with an unfilled hit info field
Deployables can now show "Blocked by terrain"
Added an entity whitelist setting to SocketMod_Sphere
Ladders can now be deployed in siege weapons prevent building volume
hash_conflict_planter -> main
Fixed respawning planter causing hash conflicts on sockets
manifesti_fix -> primitive
Merge: from amvienceemitter_recycle
Fixes an inconsistent bug on client disconnect from a server trying to reactivate a gameobject.
Tests: validated it doesn't affect entity pool warmup sequence (as we create->retire there). Using `log.level Audio 2` and a bit of 100% code-forcing the issue, disconnected 3 times:
- without the fix, it was 100% generating an error on disconnect
- with the fix, had 0 error reports
Bugfix: don't try to reactivate a destroyed spawnpoing in SERVER+CLIENT
- Reimplemented the spawn point status based on new internal state - this retains original behavior
Editor-only bug caused by my previous change of pooling behavior (destroy object instead of trying to pool it on scene unload).
Tests: on Craggy spawned and disconnected - no errors. Checked BaseSpawnPoint inheritance hierarchy to ensure there's no other places trying to activate gameobjects
edited player animation.controller so the shield impact animations work correctly
Battering ram compile fix
Merge: from main
Tests: compiled in editor
change approach to be parallel friendly, triangles are found in parallel and then vertices are found in serial (cached by triangle edge to re-use between triangles that share an edge)
- flat array layout of the SDF array is terrible for caching in this setup, but still see a benefit from this approach
Fixed physics issue when building the ballista
Added a position offset setting for deployable guide mesh
Siege tower deployable on rocks too
Catapult and battering ram deployable on rocks
TerrainTexturing now monitors individual terrain related settings for change, instead of the Unity QualitySettings level
Fix foliage grid bounds calculations, basic implementation of terrain maps in compute foliage placement
Change default filename.
Fix export button appearing when it shouldn't.
Cherrypick from the smoothstep
Antihack kicks reserve a slot for queue bypass
Remove last LOD from excavator bucket wheel so the wheel can always be seen spinning
- allows you to see if excavator is active from >100m away
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Battering ram broken state loading
merge from fix_copy_paste_wires -> main
Fix auto-snap not being disabled when client convar is disabled
Remove debug logging from copy paste
Fix wires being at wrong height when paste is auto-snapped to the terrain
Battering ram door loading
merge from fix_quick_craft_multiple -> main
Restore propane bomb world model
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- adjust ray march step count for the different quality levels, 128 at highest, 56 at lowest
- add jittering to ray origin to disguise artifacts from lower step counts, with jittering intensity reduced towards horizon to prevent too much noise
- fix slow render target resizing
- fix reprojection issues
- adjustments
Battering ram door joint can now break
When breaking, we spawn a door server gib
Update: added search support to bin snapshot viewer
I think I have all I need to explore the broken profile
Tests: opened the borked profile snapshot
Siege tower doors now reverse backwards if theres something in the way whilst opening
mutelist_expose_steamid -> main
Expose users steam ids on chat.mutelist