110,897 Commits over 3,897 Days - 1.19cph!
disable TOD dithering, redundant on top of global post process dither
Adding new catapult skinned mesh
Hitting something with the battering ram damage its head
The ram is unusable when the head is too damaged
You can repair it using HQM
Fix player copy tool material disk cache comparison (last issue)
- Upped crossbow built in magazine to 4
- Enabled fractional reload
- Manifest
Initial item setup, just a duplicated crossbow for now
Extend lod1 to 50m (helps hide sharp lod transition from lod1 -> lod2)
Impose use distance on request raise
merge from media_projects
Codegen (was getting errors)
Bugfix: patch sheared frames when exporting json snapshot
- In Editor EndOfFrame is called as part of nested GUI, which our profiler shears apart. For now we inject additional marks to maintain callstack structure
- left a TODO to properly reconstruct a sheared frame
- For now expanding frame scope to cover sheared period
Tests: exported craggy snapshot and opened in perfetto - no more randomly trashed frames
dropped block scale a little
Fixed SKS description using the SAR token
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Added a progress bar when reloading the catapult
Rotate all siege weapon wheels in a quaternion space instead of euler angles.
Fixes all instances of gimbal lock on the Catapult/Ballista and Siege Tower wheels
Simple Vehicle Visuals now supports easy assignment of wheel rotate direction (X,Y or Z)
switched out ddraw hitguide for basic prefab setup and added some lerping to target pos to offset delay from interaction tick rate
Update: Factor out profielr exporting logic to a separate script
- Also cleaned up a couple log outputs, as the collection seems sensible
- Cleaned a couple already-done TODOs
Tests: Did an export from editor and standalone server (6k size, 0 pop), loaded in perfetto
Fixed pulling and pushing siege tower
showing some visual feedback on where player will chip into the sculpture if they're holding a weapon with a compatible damage type (just ddraw for now)
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Fixed battering ram wheels LOD not set to dynamic
Increased culling range
Ensure you cant lead a horse thats towing a siege weapon
Battering ram door fixes, will need more work later
Horse will send detach packets on death if towing an entity
- Removed siege tower door
- Siege tower door socket setup (so players can place own doors)
merge from horse_yoke_tests
Updated skeleton in horse ragdoll
Added siege harness to horse ragdoll (hidden by default)
updated metal shield admire animation transition on metal shield animator
Adding updated siegeharness to testridable
proper scale
removed antiquated blockout mesh
Terrain & terrain overrides
Undo: removing ignore.conf accidental submit
Tests: none
Update: ServerProfiler snapshot now contains full names for scopes
Tests: opened the new profile in perfetto
4 shot mini crossbow viewmodel mesh
merge from main - attempting check-in fix
prefab adjustments and cleanup