111,174 Commits over 3,928 Days - 1.18cph!
Added a transform line renderer for the extra belt parts on the side of the horse
merge from main -> fix_radiation_rounding_damage
Merge from fix_ddraw_text_ztest -> main
merge from fix_map_focus_light -> main
Added hill cliffs small to the world setup / smaller rocks will spawn around the hill cliffs to fill in some of the previously empty areas
merge from community_ui_inventory -> main
Bugfix: avoid exceptions when modifying decals in editor
Tests: on craggy spawned a bunch of decals, modified them in various ways, deleted them - no exceptions
Instead of declaring multiple overloads for a method to allow a variable number of parameters, use optional parameters
Merge from main -> community_ui_inventory
merge from fix_jug_dump_leaving_water -> main
Merge from ai_wolf_iteration
Temporarily prevent wolves from hunting scientists until we update their AI
merge from qol_map_marker_num -> main
Connect further up the horse (like it would do in real life)
Merge from ai_wolf_iteration
Fix menu option for "numbered pins" being incorrect
Fix pins starting at 0 instead of 1
Fix wolf mesh not being culled on client when occluded
Use side anchors rather than central one
Added temporary rope material
Reduced thickness of tow rope, as well as ampliitude of wind
Fix for hands clipping through glove mesh in:
Burlap Gloves
TacticalGloves
LeatherGloves
NinjaSuit
Optim: Remove editor-only per-decal Update callback
- They've all been consolidated to DeferredDecalRenrerer by tracking Undo history changes
This saves about 1.5ms during Update stage (in reality it's a bit less because of profiling overhead).
Tests: On Craggy ran around and validated I could still see footprints. Spawned them manually and tweaked settings and moved it's placement(ok) - trying to delete placed decal starts an exception loop(pre-existing bug, will fix next)
Use cliententities rather than serverentities to find other towing visuals
merge from qol_map_marker_num -> main
Fix wolves not stopping when ai.move is set to false while the server is running
Added Catapult Explosive Ammo FBX, Materials, Textures
Setup Basic Catapult Explosive Ammo Prefab
Re-setup catapult for towing visuals
cherrypicking
106676 diversuit cape hack
106706 wearables do proper bone retargetting in the skin viewer
- fixes issues with dracula cape bones not retargetting and extending the render bounds by an insane amount (appearing invisible)
106739
siege_weapons -> siege_weapons/visual_towing
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Replaced small rock formations in the world setup
timed_explosive_hit_normal -> main
timed_explosive_hit_normal -> main
Flip if statement to use checkbox first (prevents a .HasValue() call unless matches normal is actually on)
Cache hit normal on projectile impact. Try and use this hit normal should it be valid and explosionMatchesNormal is ticked
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deleted unused model prefabs
Organised TimedExplosive's 200 properties into some groups to split up a wall of text in editor (rip muscle memory)
npc_spawn_on_cargo_fix -> main
Handle cargo switch off in npc spawner rather than cargo. Ensures more consistent behaviour
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Easier to target catapult ammo storage
Increased reload time
Merge: from main
Tests: none (trivial merge)
Improved catapult deployable prefab sockets
Easier to deploy on uneven terrain
Merge: from vehicle_optims
Saves 0.5ms on a 6k world by avoiding iterating over unmounted mountables
Tests: On craggy drove a kayak. On 6k world confirmed that the profiling scope shrunk to 0
blocking off large oilrig passage