119,258 Commits over 4,018 Days - 1.24cph!
█▄█▌▆█▌ ▋▌▌▇▉▇▅ █▄▄▄█ ▍▊▌▅ ▇▍ ▆▄▇█ ▊▄ ▄▇▄▅█▌▍ ▇ ▆▊▅▅ (▄▄ ▆█▇ ▆▊▊▋█ ▌▌▊▍▅▍▄) ██ ▇▆▌▇▆▇▄ ▄▆▄/▊▅▇▉▊ ▄▆▊▋▊▅▋▍▇▉█ ▆▉█▊▄▇▋ ▆▋▌▆▋ ▍▅▇▆ █ ▉▄▆▉▆▍▍▍▆▇▋▆
- ▉▇█ ▌▋▄█▉▉▄▇ ▇▄▋▋▋▉▊▉▇▍▆▇▆▆▍▄▊▉▋ ▋▄▄▍▆▉▋▌ ▅▄▌ ▊▍▉▊▌██▅▅█▉▋, ▇▆▇▍ ▅▉▌▄▌▄▌ ▆▇ ▇ ▄▉▆▍-▊█-▉▉▇▇▋ ▉▇▉▉█ ▇▇▅▆▊▋▍ ▉▉▆ ▇▄▍▉▄▆ ▇▉▇▌▌▅ ▋▅▆ ▌▍▍▆▉▆ ▆█▇▋▉▄ ▄▊▇▊▊▇▇▅
- █▊▋▆█ ▆▋▅ ▊▊▅▉▄▄▌▋ ▍▇▍▄▅▉ ▉▌▉▅▇▍▄▆ ▅▋█▍▋▅▆▋▋ ▇█▄▋ ▋▉▍▄▍▋▉▋▇█▇▄▍ ▄▌ ▊▇▍ ▌▅██▇▅
Tweak the wolf dynamic vision range:
Reduce base wolf vision by 5m
Player crouching = 50% range
Player sprinting = 130% range (no change)
Crouching now allows getting in melee range if you approach a wolf from behind
Initial RPC send and receive framework for stats using protobuf
Working on jungle walkways
ballista ammo lods and prefabs
- Init/Disposal of transaction feed entries
- Setup view system to display a given protobuf of transactions
- Ensure disposal and return to the pool on dialog closed
- Code cleanup
Merge: from VendingMachinePooling
Fixes a minor bug that caused Vending Machine's protobuf pool to inflate
Tests: spawned a vending machine on craggy, saved, loaded craggy again - marker was present. Monitored pooling stats - seemed normal.
Bugfix: avoid inflating VendingMachine's protobuf pool
- Rewritten with relying on pooling
Tests: spawned a vending machine on craggy, saved, loaded craggy again - marker was present. Monitored pooling stats - seemed normal.
exported updated wolf attack ledge animation
Merge from admin_invis_command
merge from wire_slack_fix
Fixed 0 point wires not being destroyed as expected when quickly adding and removing points
Polish jump trajectory and weightiness
Catapult projectiles naming
enforce burst compatibility on Point3DGrid
server processes enqueued sculpture updates centrally, allowing certain jobs to run in parallel
- most beneficial on server startup
Feed entry script with basic setting
Fixing skinning issue for catapult rope
Fixed push interaction showing when looking at disabled reload and fire interactions point
Fixed battering ram fuel storage openable from outside through chassis colliders
Added lookingAtColliderNoPenalty in BasePlayer
Set as the real collider the player is looking at, before we apply distance penalties based on available interactions
Useful when you want precise interactions on vehicles with many colliders (like the catapult)
Admin Stats:
- Setup ui dialog panel
- Wired up open/close through admin panel
- Prefabs for panel setup
exported updated wolf attack ledge animation
blurring a slightly larger radius than the carve
updated exports for view and worldmodel
cleanup (wrong namespaces and nested jobs)
removed unused sculpture convar
each carve is followed with a box blur on the region, gives a much more natural result and makes the spherical carves come out much less square
Catapult ammo projectiles speed and gravity tweaks
increase time before simplification starts
- flickers less between hits with slower tools
Deleted old towing test prefabs
jungle building skin - prefabs for roof conditionals
running simplification on editor-generated default block
- re-generated block
Super minor refresh to existing vending admin panel: Layout, alignment and some minor styling changes
adjusted deploy volume obb on ice sculpture
Merge from ai_wolf_iteration
re-baked default ice block
better editor support for marching cubes