111,324 Commits over 3,928 Days - 1.18cph!
Update: Factor out profielr exporting logic to a separate script
- Also cleaned up a couple log outputs, as the collection seems sensible
- Cleaned a couple already-done TODOs
Tests: Did an export from editor and standalone server (6k size, 0 pop), loaded in perfetto
Fixed pulling and pushing siege tower
showing some visual feedback on where player will chip into the sculpture if they're holding a weapon with a compatible damage type (just ddraw for now)
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Fixed battering ram wheels LOD not set to dynamic
Increased culling range
Ensure you cant lead a horse thats towing a siege weapon
Battering ram door fixes, will need more work later
Horse will send detach packets on death if towing an entity
- Removed siege tower door
- Siege tower door socket setup (so players can place own doors)
merge from horse_yoke_tests
Updated skeleton in horse ragdoll
Added siege harness to horse ragdoll (hidden by default)
updated metal shield admire animation transition on metal shield animator
Adding updated siegeharness to testridable
proper scale
removed antiquated blockout mesh
Terrain & terrain overrides
Undo: removing ignore.conf accidental submit
Tests: none
Update: ServerProfiler snapshot now contains full names for scopes
Tests: opened the new profile in perfetto
4 shot mini crossbow viewmodel mesh
merge from main - attempting check-in fix
prefab adjustments and cleanup
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recalculating nrender bounds properly after vertices and indices assignment
giving mesh the same name as its entity
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Fix NRE's when connecting to some cameras in the missile silo
ForceOption error handling refactor
cleanup on carving function
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merge from reenabled_kayak_flow_speed
merge from qol_io_arrows -> main
Fix telephone and CCTV camera port arrows not working