12,100 Commits over 2,527 Days - 0.20cph!
Add two ramp colliders to the stairs on the pool for smoother movement
Replaced ripple particle with displacement component on board and tube
WIP particle hookup for board and tube
Remove ForceUpdateTriggers in client side mount/dismount
Reapply physics sync changes
Increase prepool amount to 100
Merge from prefabattribute
Remove a null check in DestroyGib that doesn't seem to be needed anymore
Remove scriptable objects and associated systems
Update overrides
Got PrefabAttribute gibbables working on modular vehicles
Updated ConstructionSkin to spawn gibs
Speculative fix for NRE in TriggerBase
Replace NaN and infinity checks with combined isNanOrInfinity
Use a pooled list in TriggerBase.RemoveInvalidEntities
Change recentDrivers list to a queue
Remove logic to forcibly remove the player from the force volume when mounting/dismounting a car
Add a clientside ForceUpdateTriggers when mounting/dismounting
Apply a minimum size of 0.05 on each axis so that box colliders don't become extremely narrow
Prepool 50 gibs
Ensure Physics sync happens even during an exception
Get disabled components in children
Don't assign physics mesh to renderer
Trying out specific gib prefabs for box/sphere/capsule/mesh
Fix NRE for missing vehicle push boxes
Added dof_toggle and dof_debug_toggle commands for easier input binding
Remove the extra loop to find the appropriate mesh override at runtime, instead make an override for every mesh if an override file has been created
Pause auto transform syncing while generating gibs
Add overrides for twig foundation and floor
Fixed not being able to make a new override on child entities of a prefab
Manifest
Merge from gib_pool/scriptableobjects
Added "debug.debugcamera_targetprint" to print out the name of the entity the debug camera is currently parented to
Try converting gib override list into a scriptable object instead
WIP converting Gibbable to a PrefabAttribute
Code review changes:
Removed physics mesh workaround from diogo (no longer needed)
Disable all colliders when pooling a gib
Just disable random variation when benchmarking
Use a pooled list in WakeRigidbodies on ModularCarGarage, use ToBaseEntity instead of getting component
Added a new MidiConvar system to map convar commands to midi inputs (buttons and knobs)
Adds "BindKnob" command to map a knob to a command with a float value (eg "BindKnob 0 graphics.fov 70 90" to bind knob 0 to the fov)
Adds "BindKeyOn" and "BindKeyOff" to bind a midi note (eg BindKeyOn 60 "graphics.dof_debug true" and BindKeyOff 60 "graphics.dof_debug false")
Commands are automatically saved and loaded
Merge cleanup (custom material support)
Merge from thirdpersonskins (fixes skins not appearing on some third person models)
Fixed some weapons not aligning properly when using ironsights on ultrawide resolutions
Put the z offset that solves the clipping issues at ultrawide resolutions behind the graphics.vm_fov_scale convar so we can fully revert back to the old weapon look/feel
Save/load dof dist with camera state
Don't run process TriggerPlayerForce if the component is disabled
Horses standing on a vehicle lift will now be raised/lowered
Remove linq in TriggerHurtNotChild
Added an editor only PrintContents context menu option to TriggerBase
TriggerPlayerForce now uses a pooled list instead of Linq