111,289 Commits over 3,928 Days - 1.18cph!
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Fix wolf looking behind them too much when fleeing
Smooth out wolf neck movement
Auto dismount player at the end of sampling (just use distance for now)
4 shot mini crossbow folder setup &
basic blockout / grey box
- Player rotation follows orientation of parabola flow.
- More code structure cleanup.
- Inject use level in vine utils
Code cleanup, all siege weapons now inherit from BaseSiegeWeapon
Merge: from main
Tests: none
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Refactor parabolic sampling into its own class. Remove cardinal spline code. Integrate porabola visualisation into the vine launch points. Remove old visualisation code,
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Battering ram prefab and code baseline
Added BaseSiegeWeapon class, started to clean up prototype code
Updated Wooden Shield Textures
Updated Wooden Shield World Model and View Model to have better strap positions
Merge: from requesttrees_spike
Removes the "server_requesttrees" lag spike on player connect by spreading out the processing over the next frames. Server owners can disable this via `TreeManager.EnableTreeStreaming 0` and adjust it's performance via `PlayerBudgetMS`, `UpdateBudgetMS` and `CellSize` admin servervars.
Tests: Booted Procgen 6k world - took ~3.5min to stream entire world to a player at 10 server fps, with no visual deterioration.
Cardinal Splines offering little improvement with increased complication. Lets fake a porabola instead
Restrcting player seeds to single model for now
Update: Log TreeManager's treaming grid dimension on init
- Available as part of Network level 1 logging
Tests: booted in editor with server-only mode
Merge: from main
Tests: editor boot
Initial work to try out Cardinal Splines:
- Setup minimal tension values (basically Catmull-Rom)
- Movement adjustments
Update: Use RustLog instead of debug log in TreeManager
- Also fixed a minor bug that would not display full timing accuracy for old method
- Moved logs to level 1 of Network (was 2)
Tests: enabled network logs and tried with tree streaming enabled/disabled
Update: adding doc string to Pool.FreeUnmanaged(ref Stopwatch)
Tests: none, trivial change
Optim: avoid StopWatch allocations via Pooling
Tests: on Craggy flew out until only impostors visible
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exported wolf swim animation
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Clean: updated a comment implying a potential bug - it was wrong
Tests: none, trivial change
Polish on catapult. Fixed missing material slot on catapult entity
Update: TreeManager's grid is defined by cell size
- Exposed via TreeManager.CellSize convar (takes effect at boot only)
- Reorganized code a smidge to reduce how scattered a bunch of info was
Tests: On craggy connected with 2nd player and flew out until only impostors were visible.
Add optional arguments onto `ddraw.text` command to modify distanceFade & zTest
reinforced wooden shield viewmodel
battering ram temporary greybox
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Fix wolves moving a few cm below ground level in some areas like zipline platforms
Hook up accessibility color options
Cleanup and fix debug spam
Hook up convars for configuring if arrows should show for deploy guide, on deployed entities or both
- now a different convar for if it should show important ports or all ports
Fix ports & arrows not working with the deploy guide when the mesh is scaled
- hard to spot because it worked on deployed entities but not with the deploy guide
Improved mushroom texture quality - now uses native resolution
Merge from additive_timeline
Add a per layer weight slider
Merge from elevator_world_deploy_fix
Adjust the lower bounds of the world deploy volume of elevators so they can more easily be placed on foundations that are close to the terrain
Merge from additive_timeline