110,901 Commits over 3,897 Days - 1.19cph!
merge from qol_io_arrows -> main
Add ability for IO arrows to be offset per port
- made water barrel top arrow offset to make it easier to see
merge from flashlightfixes/fulloverhaul
merge from mixingtable_click
Handle entities that have IO implemented as a separate child entity
- calculate the offset between the child & parent
- manually offset IO ports to account for this
- Reduce distance padding
- Fix a bug causing a rope to go to 0,0,0
Cherrypicked siege harness
Update: skeleton of a server profiler
- Most of the native imports in place
- Implemented the general flow of per-frame tracking
In theory should be able to track function entry/exits, but can't test until a decide on an early enough method of initialization.
Tests: none, too early
Increase prominence of wisps
- Towing joints are now saved/loaded
- Towing graphics are loaded properly along with the joints
Added blockout siege harness to testridablehorse
Updated boulders ui pickup sounds
Back to the generic burlap bag as dropped item prefabs for now
Prevent fsm from waiting one frame to change state when a state succeeds or fails
Fixes wolves sometimes pausing for one frame and losing momentum
Added some infinite change protection in the hypothetical case a group of states keep cycling during the same frame
After 3 same-tick changes we postpone the next state change for the next tick
Boulder and explosive boulders dropped item prefabs and icons
- get sun color from proper components
- sharpen density curve to improve definition
- also sharpen density-coverage falloff curve
- better approximation of inner glow/multiple scattering and ambient scattering
Show catapult ammo model in the basket, based on the item loaded
slow and greedy starting point for marching cubes
- not calculated in correct coordinate space or interactable, but can at least present the correct mesh for a given 3D dataset
Have wolf fsm tick slower when no player is nearby, similar to senses
Fix elevator and fluid splitter
Fix arrows trying to render when the IO port doesn't have a direction configured and flooding F1 console with warnings
Fix & add IO port directions on a bunch more IO entities
Combine wolf senses and fsm into a single budget for simpler tracking, and also because we want senses to drive the fsm tick rate in the future
Fixed battering ram jittery reverse speed
Use a flag instead, for safety
Cherrypicked
106981 (Fixed battering ram fire button working only once on the client)
Fixed battering ram fire button working only once on the client
Updated battering ram hardware art
Fix wolves not playing 180 anim anymore when fire is lit right in front of them (regression)
Hook remaining wolf idles
Make sure state and transitions are always deep copying internal lists
Fix state cloning making a shallow copy of lists, causing clones to share the original transitions
merge from siege_weapons/horses
Fix wolves sliding when waking up
Cleanup, removed the stand when braking at full speed
Compile fix
When wolf braking too abruptly
Tick steering manually from serverMgr instead of unity's update
Fix typo in time warning comment
Merge from /main to continue old work
Ballista aiming clientside prediction, feels way better with high latency
Re-assigned bones in viewmodel prefab (to fix invisible man viewmodel)