110,897 Commits over 3,897 Days - 1.19cph!
Merge from launcher reload bug
Applied fixed timing to dragon rocket launcher
Adjusted rocket launcher reload time to 5.8s, was 6s
This isn't an actual buff as you cannot reload faster than the animation, the animation was 5.8s so there was a 0.2s window where you could trigger a reload again while the reload was still taking place on the server
This resulted in the reload finishing and the ammunition on the client getting refreshed, but at that point the player was stuck in another 5.8s animation before they could fire again
Added a right click context option (Print Reload time) to BaseProjectile that looks at the viewmodel animator and calculates how long the reload anim is (taking into account speed modifiers which were being used in this case)
Siege tower decay reset when used
Merge from shred_helicopters (also includes the changed ignore.conf file that seems to keep changing)
Collision effects and minimum collision force tweaks
Plushy scenes and prefab aseets backup
Manually kill any players in the walkable area of the scrap transport helicopter when they are fed into the shredder
Fixed scrap transport giving metal frags instead of scrap when shredded
Car shredder now shows proper icon and localized name on death screen
Merge from hackweek_car_radio
ice sculpture pedestal model and materials. need to do lods and gibs and asset cleanup
Fixed server / client errors
Merge from hab_hominglauncher
Added server.homingMissileTargetsHab convar (defaults to off)
Homing launcher can target HABs as long as that convar is active and the HAB is fully inflated
Merge from hackweek_car_radio
Remove old and accidental files
Merge from localcoord-emission
Car radio costs 120 metal fragments, the same as the Portable Boom Box
Merge from ai_wolf_iteration
Fix wolves leaping too far
BaseSiegeWeapon now inherits from GroundVehicle
and BatteringRam now inherits from BaseSiegeWeapon
Fix wolf thinking the player is reachable when they are not, because of unity async paths returning "complete" instead of "partial" even when they are partial, potentially because of the hidden large projection they do
Hook last version of jump anim, and re-annotate the motion warping timings
Apply out of navmesh root motion when not in the air
merge from fix_teleport2grid_foundations -> main
Fix teleport2marker & teleport2grid moving you inside rocks / bases instead of to the top of them
Try fixing compile error from junkpile despawn
merge from qol_junkpile_despawn -> main
Add emission support to localcoord shader
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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