115,319 Commits over 3,959 Days - 1.21cph!
Increased minimum air time before ragdoll
Increased collision damage threshold to trigger ragdoll
Less gravity and higher minimum airtime before taking fall damage
Tweaked turn speed when holding ctrl
Tweaked head movements
Added a gametip mentioning the new horse controls (ctrl for sharper turns)
Also added to the loading screen tip pool
crocodile turns and sprint anims edited
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added mountanybox command to mount first non-mounted bot in targeted vehicle (or create a bot for it if non exist)
corrected AABB distance check (only used in HitBoxSystem and difference not significant for current projectile sizes)
Tweaked in-place turning behaviour
Decreased gait progression interval when holding shift
Updated default spine offset as derived from idle animation
reduced material usage
updated chicken coop mesh
Reduced the number of draw calls needed per environment volume from 3 to 2
Player avatar uses spine1,2,3
Updated all v4 animations
Updated custom offsets on sar and ak
- 100% chance for natural beehive to spawn on oak_c (just for testing)
- Honeycomb worldmodel fixes
- Added ability to change tree additive rotation
- Better handling on death of the tree
- Natural hive drops two sets of honeycomb
Manifest update for new items.
Egg icon.
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Setup 8 pie types: Items, recipes, pie VM settings.
Added them to recipe list.
Created system that allows trees to spawn/handle an entity attached to them (will be used for natural hives)
merge from main/horse2_fixes
edited tiger run 180 left and right anims and updated prowl fire anim
merge from main/horse2_fixes
Compile fix, don't use Skeleton to reset bone pos for now
Linked chicken pie output item to chicken pie recipe.
Added Brea recipe/item.
Moved the deferred indirect lighting pass into its own class
merge from main/horse2_fixes
Bugfix: read back from the right array of heights after sampling ocean
- Reported by new unit tests
Tests: ran water-related unit tests - now they pass
Bugfix: Make sure WaterLevel tests run full simulation path during unit testing
Previously it was earlying out during GetWaterLevel
Tests: ran the new tests, they report an issue that I need to fix
Removed Vehicle Detailed layer from horses k detection layer mask, it prevents legs from hitting themselves
Restored horse animation speed reset when exiting ragdoll
More work on ziggurat exterior (decal passes). Renamed jungle decal test materials.
Reset horses server and client bone local positions after exiting ragdoll
Reset lastMovingTime when exiting ragdoll
Fixed a bug with using a pre-culled volume list when creating the environment volume compute buffer
Don't start attacks or hazzards when dead
Zero the Y when calculating look forward
Added a cooldown timer for the main triggered attack, use regular attack when on cooldown.
Update: missing meta files from merge
Submitting for now, but should nuke once back on main
Tests: none, trivial change
Merge: from main
- Skipping a couple meta files for empty folders, will submit them separately
Tests: booted editor for import
Setup hiss anim state, trigger it.
Add a regular attack, starts after the initial hazard trigger attack and continues while a player is in range.
merge from ballista_reload_fix
Attack (placeholder) sound and events.
merge from store_medieval_pack
Improve fluidity of tiger combos, remove weird pause before running away
merge from vending_stats_protection