115,377 Commits over 3,959 Days - 1.21cph!
Add CustomVital template to GameUI.Hud.Vitals.prefab
Added hopper socket to medieval box
Chef kiss gesture - animation + setup. Added icons for all 4 gestures.
Add protobuf for custom vitals message
Add ClientModdingEntity to handle RPC for custom vitals
Only let 1 item get added to the move queue at a time
Add more checks to try and stop items getting moved to the container if they aren't going to fit (and getting bounced back)
Added debug.dropWorldItems, takes a number and an item shortname and drops all the items individually (eg. debug.dropworlditems 10 rifle.ak)
Fixed hopper throwing an exception when more than 128 world items are in it's radius
+ BaseEntity.SyncVar (doesn't compile)
Added implicit conversion operators
Add correct list of allowed types
Proper client receive method
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Deployed beehive spawns particles as well should it have a nucleus and enough comb
Enable bee particles on the beehive if it has bees in it
- Added some bee particles around a beehive
- Killing a natural beehive makes a swarm
Update: ServerProfiler - vizualize process working set memory
- using debug binaries for now(bc3e74cd)
Need to add virtual set as well and test standalone servers(Win and Linux)
Tests: in editor on craggy.
Directional item dropping. Throw items to the ground in the direction you drag the icons.
Improved server projectile trajectory prediction
Folders
Bugfix: ProfilerExporter - filter out worker thread marks that are before the frame start
It was originally correct, but in previous commit I simplified the code, thus breaking it. This restores it.
Tests: none, as currently too many changes present in workspace - will test later
Door controller tests tweaks
Prefab test scenario system (very wip)
- Allow us to create more complex tests that aren't practical to write entirely by code
- Scenario prefabs placed in the correct folders are automatically added to the test list
- Added scenario prefabs loading copy pasted bases and firing rockets at specific hand-placed points, checking that the health of every building block is correct
Pie world model visuals now match their view model versions: matching tin colour and correct toppers.
Added WorldModelVisualConfig for applying FoodVisualConfigs to world model items.
Fixed pie tin tinting.
Assigned placeholder tin colours for all pie VMs.
Better handling for backpacks, extract all items
Hoppers ignore backpacks (temporary fix, will get this working later)
base rig fbx, placeholder anims, animator, prefabs
Merge from menu_friends_list
- Swarm now checks its targets to make sure they are viable throughout the whole attack
- Greatly optimised target selection and processing
- Seperate out think and do
- Make the swarm damage you
- Setup realmed removed
Abyss pack and page header rework
setup constractble entity for handcar, letting you deploy it onto rail and then construct it in-place like siege weapons
Added super crappy swarm particle effects (testing)
made handcar deployable, with a new socketmed_rail that requires it to be within a defined radius of a rail and aligns it to the spline
Food visual color tinting support via property block.
Improved stop distance check
Fix frontiersman pack not showing page
Refactored some FoodViewModel visual config code so I can use it for the world and 3p models going forwards.
WIP tint code.
Swarm goes for eye height rather than body
- Fixed swarm base not animating correctly
- Removed excess logs
Update: ServerProfiler - emit fake "Allocation" threads and duplicate allocation marks there
- Also updated the whole buffer estimation to take into account these metadata marks
- Added support for naming and sorting thread tracks
Well, they do appear, but the thread_sort_index is ignored by perfetto(see https://github.com/google/perfetto/issues/555). Might finally bite the bullet and write a protobuf exporter, but afraid that it'll be more expensive to run and won't compress as well.
Tests: exported a snapshot from editor
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Got basic steering behaviour compiling
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