111,084 Commits over 3,928 Days - 1.18cph!
merge from
106893 - skinnable backpack
Move renderersout of the rig to make FindRig work properly
merge from main -> qol_io_arrows
merge from copypaste -> main
Remove console spam when copying entities
Allow player models to be pasted
- convar `paste_players` (default false)
- change the steam id of the players pasted so they can't conflict with existing players in the server as it causes issues (give them a steam id above bots but below the range of real players)
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Merge from ai_wolf_iteration
Undo accidental change to procedural map
Do filtering of pasted entities before they are spawned by filtering the prefab instead of the spawned entity and then trying to delete it
Fix autosnap for pasting not working if there were no foundations in the paste
- disable autosnap when no foundations are found
Make wolves more accurately align with food when eating
Make wolf decelerate faster when approaching a player holding fire, as to not end up charging them by accident, which would make them think the fire is not working
Fix for gap in cliff_tall_a
siege_weapons -> siege_weapons/visual_towing
Reduce the padding distance
Merge: from main
Tests: none (trivial merge)
Merge: from remove_editor_update
- Removes last editor-only update invoke case with many invocations(saves a measly 0.1ms).
- `demo.play` accepts absolute paths
Tests: setup an industrial chain with a chest provider and a crafter and linked those up - debug vizualization worked. Loaded a demo outside of demos folder.
Update: demo.play respects absolute paths
Tests: Tried to play a demo outside of demos folder
Added Catapult Stone Ammo FBX, Materials, Textures and LODS
Setup Basic Prefab for Catapult Stone Ammo
merge from main -> copypaste
kitbashed ice sculpture stub prefab setup
- only diverting damage of allowed type at the moment
merge from qol_teleport2grid -> main
Fix vertical offset of grid not being correct on certain map sizes
- due to image being placed from the bottom left but grids starting in the top left, but also rounding the number of grids on the map downwards
Optim: Remove IO pipe debug update invoke
Turns out to save much less than expected (just 0.1ms), but this eliminates last editor-only update invoke with many instances.
Tests: On craggy setup a chest->producer industrial circuit, was able to visualize debug
Fix recipe clicks triggering when drag scrolling the recipe list
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- Increase tow rope resolution
- Increase length slightly from the optimal distance in order to make the rope slightly slack
- Setup lead points on visuals to try and make the rope -> transform rope a little nicer
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Slightly grey out any recipe names that we don't have the ingredients for.
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Added lead point support to fake physics rope
Tweaked AO intensity on all rock formations to prevent overdarkening
Shift clicking a recipe adds ingredients for the maximum affordable items.
Misc fixes.
Merge: from main
Tests: none
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Merge: from main
Tests: none(trivial merge)
Merge from ai_wolf_iteration (huge perf boost)
Fixed deployable spawning with the wrong health (introduced by 106680)
Store fsm transitions in the state themselves to avoid having to do dictionary lookups, makes wolves twice as performant