110,876 Commits over 3,897 Days - 1.19cph!
Horse code cleanup
Fixed handbrake not working properly
Fixed item store lumberjack prototype pickaxe name
Added missing Model component to grenade.f1.entity (leading to missing skin in third person)
merge from fix_dropbox_industrial_last_slot -> main
Fix industrial conveyor not pulling from the last dropbox slot
merge from indirect instancing
Fixed unintended creation of material instances as well as unintended creation of command indexes when removing instances.
vending_stats_fixes_2 -> main
- Ensure 'Sold' is translated on single feed entries
- Ensure 'Purchased on' is translated on the tooltip popup
- Rebuilt phrases
Flipped drone accessibility and see stats (makes more sense to the eye)
Update codegen exe (merged pooling -> optional field changes)
Further work on handling reload state with arrow persistence
Fixed battering ram using the wrong head health values
battering ram anim upodates
- Properly initiate fractional reload animation set
- Sit for whole length of single reload animation
Fixed Single Reload Finish -> idle transfer
Fixed deploy -> idle time
- Managed to make it rotate without flipping the barrel mid way through
- Major code cleanup: use set of angles instead of figuring them out on the fly
Get out of ragdolling only when the body stopped moving +1s, with a 20s time fallback
Delayed the catapulting death on impact by 1s so you can see the corpse hitting the ground instead of dying mid air
- Use fixed set of angles for clockwise/anticlockwise so we dont need to duplicate or create new animations
- Ensured anticlockwise works just like clockwise angles
Fixed ragdolling killing you on impact on horses
Fixed lethal ragdolling killing even with god mode enabled
Merge from /indirect_instancing
Fixed a bug in the graphics buffer damage tracking where damage regions could be shrunk if they were adjacent to another smaller region, causing corrupted building parts to be rendered.
converted f1 grenade to use specgloss
Battering ram scoop damage renderer
Reduced blurring when using TAA
Disable TAA in TwitchDrops render scene to fix black BG in renders
Added jungle ruins stone floor textures
Update protobuf codegen exe
Battering ram folder cleanup
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made f1 grenade world model have the ring and lever, removed it from thrown projectile, investigating skin material not displaying correctly - needs enabling in workshop and adding to entity prefab which is 3rd person held prefab
Implemented new battering ram animations
Changed the damage logic
Merge: from mapuploader_retry_exc
Fixes an exception when map uploading fails and it tries to incorrectly retry.
Tests: in editor's procgen server - hardcoded a failure point on first attempt, 2nd attempt managed to send it off properly.
Bugfix: Recache map uploading stream to avoid using a disposed one
In the rare event that the first request was sent & failed, it would consume and dispose the stream linked to it, preventing us from using it in the next retry.
Tests: in editor's procgen server - hardcoded a failure point on first attempt, 2nd attempt managed to send it off properly.
edited the minicrossbow vm rotation curve for the barrel on viewmodel prefab
Setup new scientist animation system
Cherrypick
99260 (make VectorData & Half3 IEquatable)
merge from fix_battery_charge_left -> main
Add `set_battery_charge` admin command to manually modify battery charge
Fix battery showing "5m" of charge left instead of "24hr 5m" when >24hrs charge left
super basic in-editor marching cube setup to make experimenting a bit easier