110,890 Commits over 3,897 Days - 1.19cph!
move ApplyBlend4WayLayer into StandardLayers
Better jump controls
Client head IK tweaks
add blend layer support to localcoord diffuse shader
Added a buryyable loot container.
Use the shovel to bury, and metal detector and shovel to find and dig up again.
- BaseNetworkable & EntityComponent methods
- Remove ServerManager receive method for now
- Fill out client receive method for sync var
- Handle message case in Client.Connection
- Added attribute (toggleable client authority)
- Limit SyncVars to a set of 14 specific types
- Static helper methods
Horses can jump (wip)
Tweaked server colliders
- Added packet id
- Handle message case in ServerManager
- Initial OnSyncVarMessage method
Updated vine tree greybox
Handbrake so we don't slide down slopes
Somewhat working gravity
Baseline
Horse movements using physics like vehicles
Update: allow specifying the name and how many frames to collect for perf snapshot
- We support max 10 frames of recording, so frames input gets clamped
- Also left a note for future maintenance
Tests: exported multiple snapshots in editor with 1 and 11 frames
set wip material as current ice material
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cherrypicking
107578 Reduce wolf population and pack size to 3, until we find a way to make DensityPopulation spawn packs without having to increase the density
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Add Specular map option to Detail Layer, update shader editor GUI, add the changes to additional standard shaders.
Have wolves give up stalking after a while if not dealt damage, and give up a lot faster if they see fire
Reduce wolf population and pack size to 3, until we find a way to make DensityPopulation spawn packs without having to increase the density
Don't return a success status from the position generator as we don't project on nav anymore, so it'll always succeed
Fix target check that was inverted after refactoring target getter
Prevent player dismounting from temp ragdoll mountable
Remove unused RequireComponent attribute since components are now cached in the base state class
Use sense component member functions instead of magic extension functions to get or set the target
This makes the API more consistent
Remove some state local references to components that are no longer needed since references are now kept in the parent state class
Reduced the limbs rdrag and added bounciness
Added a seat in the catapult basket that players can mount
Firing will launch any mounted player
Catapulted players are put in temporary ragdoll mode
Added an orientation debug gizmo to the parent nested prefab.
40mm size a little bit up again. Fully realistic size too small.
Kapok tree greybox and swinging vine greybox
Fixed a crash when adding/removing a lot of slacked points to a wire
Fixed a wire length calculation when adding and removing a lot of points
Native arrays allocation optim
Re-applied the PlayerAnimation animator changes from
107542
merge from siege_weapons (kept aux2 PlayerAnimation.controller from the shield branch)
Set battering ram wheels lod to dynamic
Switched siege tower detailed colliders to use the vehicle large layer
Added construction component
Added deploy volume to wooden ladders to exclude siege towers
Update: adding extra logging and sanity checking when exporting a profile snapshot
For some reason one of frames from standalone gets borked - hoping this'll help track it down.
Tests: exported craggy in editor
- Fixed issue causing effects to spawn inside siege tower
- Removed left over mesh renderers
- Renamed some colliders
Update: Gather GC.Collect activity into perf snapshot
- Avoid thread id checks reaching to mono runtime to resolve it, as it's unsafe during GC.Collect
Tests: did a 6k standalone perf snapshot, but didn't catch a collection event. Forced one in editor on 3rd frame, confirmed visible in perfetto.
Further changes to new siege tower model:
- Setup 50%~ of the detail colliders
- Fixed wheel orientation
- Added catapult wheels to the tower
Added wallpaper analytics
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Moed ladders to be compatable with new siege tower model