111,246 Commits over 3,928 Days - 1.18cph!
fix material issues with PlayerCopyTool
Have wolf smoothly decelerate instead of stopping dead in its tracks
Update: Gamephysics now uses TryGetComponent instead of GetComponent
- Same perf in standalone builds, better perf in editor builds (avoids string format alloc for null obj description)
Tests: Rode a horse on craggy and check profiler to confirm GamePhysics routines were triggered
Fix wolf glitching out visually when jumping on foundation when the server frame-rate is low
Expose convar for wolf max per frame budget
Changed the ballista reloading to a hold R to reload system
Added steer angle calculation to load
- UpdateWheelVisualsSimple now uses correct delta
- Battering ram forces a visuals update once to start
Update: Adding missing ChangeLOD profiling annotation
Tests: loaded 6k world and found it in profile data
Update: Annotating all VehicleFixedUpdate calls
- Replacing existing Profiler.BeginSample with TimeWarning
- Moved some samplers around to build a nested flamegraph (consolidates vehicles in the profile)
Tests: loaded 6k world and looked through the profiling info
Fixed clientside wheel turning for the battering ram. Just infer turn angle from wheel input and max steer angle.
merge from main/Halloween24
quick lerp on burstcloth length modifier, reduces jerky behaviour when changing between different modifiers
reduced length scaling on dracula cape when ducked and mounted to 0.9
merge from military_tunnels_nvg_outfits -> main
Add NVG outfit loadout onto all scientist spawners so military tunnel scientists spawn with NVGs
- only an appearance change: same health, loot & weapons as before
- Fixed client build issues
- Added IClientComponent to Battering ram and BaseSiegeWeapon visuals
- Allow instantForced to be called in SimpleVehicleVisuals
- Remove Logs
- Moved away from quaternions when applying wheel rotation (should help with bugs?)
Add loadout for NVG military scientist outfit
Add ability for loadouts to override only certain containers
- replace the items worn without stripping all items in the inventory
- Battering ram moved over to use chassis visuals via SimpleVehicleVisuals.
- Added support for multiple steer and clamp angles to SimpleVehicleVisuals
- Set up more logs
- BatteringRamVisuals
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adjusted MaxOriginDelta values on cape burstcloth to match similar assets
Added extra error messages to SimpleVehicleVisuals to make working with the vehicle system a bit easier
Added fx effects to all of the battering rams wheels
merge from fix_quarry_animator_lod -> main
Apply same LOD change to deployable quarries (even though they aren't used in gameplay)
Updating hold types with new animations
replaced fully rigid linear constraint with a stiff spring and a small linear limit for it to play in
- absorbs force spikes better, especially when a kinematic body is attached
horse walking, trotting, sprinting, and turning speeds modified by towing
- currently flat modifier of 60 percent across the board
Merge from fix_quarry_animator_lod -> main
S2P pumpjack monuments (trainyard, powerplant, water treatment)
missing TowingJointBreakDebug file
Move the graphics settings in the options menu into a standalone prefab
Render TweakUIDropdown as a dropdown in the preset editor
merge from halloween24
- some cloth fixes and dracula cape worldmodel collider fix
Show a colour in the Preset select editor
Added TowConfig to ballista
Prevent mounting and dismount any mounted player when towed
siege weapons override vehicle handbrakes when being towed
- fixed towed entities not getting their tow attach/detach callbacks
Merge from teleportpos_improvements
fixed negative scale on dracula cape worldmodel collider
Add a confirmation prompt when overwriting a pose
teleportpos now has more consistent behaviour:
teleportpos "50 50 50" / 50 50 50 / 50,50,50 / 50, 50, 50 all behave the same.
client-only compile fixes