124,869 Commits over 4,171 Days - 1.25cph!
merge from primitive/deployable_ballista
Added ArgEx.GetPlayerArgs extension method which treats every parameter after given index as a player and returns a list of the players.
Add authradius_multi and deauthradius_multi commands to work on a list of players. Uses issuing players position for radius location.
Adding them as additional commands to preserve the single user version and their behaviour where the target's player position is used instead.
Updated knight armour set icons after texture changes
Reduced the temp ragdolling maximum time
stop trying to kill ragdoll twice
don't show health info on temp horse ragdoll
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Make foliage instancing much more stable/accurate, better seed and random calculations, made the noise texture match the CPU noise much more closely in distribution, add debug option to force CPU and GPU maps to sync, apply random scale to instances, and change foliage count calculation to adjust for probability.
Player can now block with the shield as long as they have more than 0.5s of block power left (don't need wait for bar to fill back up)
Reduced minimum time the shield has to be raised to 0.5s
merge from primitive_gm -> primitive
Increased ballista bolts projectile speed
Changed the placeholder bolts damage so they aren't all doing the same damage (wip)
Tweaked siege weapon health and protection
DofExposer doesn't change values on enable
Unsaved chicken name stuff
Merge from knight_armour_desc_change
Merge from Shield.Desc.Update
Tweaked horse ground angle update rate convar values
Horse animations: calculate speed and reversing parameters in local space
Horse metal footsteps default to concrete instead of dirt
Pants/Hoodie/Boots for v4 rig
Fixed horse animations on vehicle large layer (cargo, harbor swing bridge)
Fixed animals not playing footsteps on Vehicle Large and Vehicle Detailed layers
Move `scientist_spawners_enabled` convar so it blocks spawns from PuzzleReset as well as normal timed spawns
- was causing scientists to keep spawning in monuments
Towing anchor tweaks, prevent horse legs to climb on the catapult bumper
Fix server not sending world config to client because it didn't serialize it to the `JsonString` field
Fix client era not being reset to "none" when switching from primitive server -> normal server
- era was being sent to client as "unknown" but the client convar wouldn't consider "unknown" as a valid string to change era
Horse legs animator tweak, added Transparent layer detection
weapon updates
- Ported over ak and sar 3p anims, exported on v4 rig
- prefab setup work
- holster updates
- removed offsets in entities
- created world weapon masks and removed root bone from meta
- holdtype setup
- re-parent entity to prop bone
Ram's head collider change when broken
Tweaked vehicle server collider
Battering ram cabin lights
When the head is damaged, change the button interaction + gametip explaining what to do
Fix shield stamina bar not clearing when the player dies/holsters shield
Null check mounted vehicle when trying to notify of player weight change
Try disabling changes to game.cleanupmap
merge from primitive -> primitive_gm
Fix compile error from BaseRagdoll
Fix old & new horses not working with `ItemManager.GetAllItems()` / enforce_era_restrictions command
merge from primitive -> primitive_gm
Merge from preset_change_performance (still wip)
DungeonGridInfo ClosestGridCell fix (missing WorldSpaceGrid RoundingMode)
WorldSpaceGrid alignment fixes
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made it easier for the player temp ragdolls to stop
Bugfix: ServerDemoPlayer - quetly skip unrecognized entity kill messages
- Moved message logging to be before message handling, to be able to get more info before executing logic
Not clear why it's happening, but will leave that for later. Also investigating why getting malformed OnEntities messages once 2nd player connects.
Tests: tried to play back a 2 player demo on Craggy. No more NREs related to entity killing
Fixed some compile warnings
Merged Pull Request: New Color methods
* Added Lua implementations of HSVToColor & HSLToColor for higher performance and ensuring it has the color meta table
* Added HWBToColor
* Added COLOR:ToHWB()
* Added COLOR:GetHue, SetHue, AddHue
* Added COLOR:GetSaturation, SetSaturation, AddSaturation
* Added COLOR:GetBrightness, SetBrightness, AddBrightness
* Added COLOR;GetLightness, SetLightness, AddLightness
* Added COLOR:GetWhiteness, SetWhiteness, AddWhiteness
* Added COLOR:GetBlackness, SetBlackness, AddBlackness
Remove math.IsNearlyZero as it is just too similar to math.IsNearlyEqual