127,009 Commits over 4,171 Days - 1.27cph!
Reassign tiger skeleton bones
Forward OnDied to entity component
Bugfix: FullServerDemo - record server info in editor
- Removed previous static globals
Reimpelemented via IServerCallbacks so that we have 1 point of modification instead of multiple
Tests: Recorded a session on Craggy in editor - generated json had the data
Update: FullServerDemo - create a save when starting a new chunk
- Moved chunk logic outside of packet serialization
- Using double buffering of packets when performing a save, to sort which packets go along which save/chunk
- Packet timestamps are now resolved during recoridng time, not during demo thread's serialization stage(as that can be deferred and out of sync)
- Moved all demo-related logic from BaseNetwork to BaseNetwork.Demos
Mostly done with the recorder side.
Tests: Ran around on craggy with editor's autosave enabled and at max frequency (1 second), and demo recording at min chunk length(1 min).
▍▊▊▇▇▄ ▉▋▆▄▋▊█ ▋▉▄▆▆▌▅▆▄▋ ▊▋ ▆ █▉▆▌▇▇▊ ▇▊▋▌ ▄▇▇▄▄▅▇▌▋▌▆ █▊▅ ▌▊█ ▋▌▌▄▊▄, ▊▍██▊█▍▄▄▋ ▅▆▍█▄ ▅▌█▌ ▍▇▅▅▉▋▉ ▋▆▊▌▍ ▌█ ▆▋▅▊▋▊▇▌▋▆▋▉▍ ▌▅▇-▊▍█
- ▅▊▋▉▌ ▌▋▅▋▋█▆▌▆ ▋▊▊▍▉▅▋█▅▉ ▍█▄'▌ ▊▉ ▌▄▌█▊▋, ▉▅▆ ▋▍▉▊▄▇ ▍▌▇▅▆██▄ ▌▋▋▉▅▊█ ▌▍█ ▅▍███▉▍ ▅█▊▌▅ ▆▌▅▆ ▍▉▋▊█▄▇▍▄▋ ▍▆▇ ▉▋▌▄ ▄█▄ ▍█▇▋▅▄▍▋ ▅▊█▌▇▍▊ ▍▅▆▄▅▊
assigned tiger avatar definition to tiger anims
cleaned up catapult ragdolling and improved ragdoll mid-air flailing
Override hurt now that we have the method
Cherry pick entity component hurt method addition
Small polish to jungle floor kits (ongoing)
merge from lunar_new_year_2025
fixed lunar dividers not being destroyed after frame is destroyed
Add debug counters to compute, adjust noise compute for better placement, add toggle for instancing, fix incorrect cell bounds calculation, improve foliage cpu count estimation, improve foliage random positions, and add camera culling to foliage compute.
First pass on spawning process, status tracking, loot panels
Prototyping a new simple chicken for use in coops
4ShotMiniCrossbow -> primitive
- Moved start barrel rotation to the correct time
- Finally fixed the last few artifacts with reload -> idle layer changes
Show server convars in the find menu while playing in Client/Server mode in the editor
Added a small delay before a weapon can be used after lowering the shield (0.2s)
Transition out of the attack animation faster if the player is going into a shield hold (shortens time players hand clips through shield in third person with guns)
merge from optimize_prepare_prefabs -> primitive
merge from primitive_gm -> primitive
Fix horse comfort not working with new ridable horses
Fix items showing red (restricted) in F1 menu if they were blocked for crafting/vending but allowed in loot
- Fixed angle glitching backwards between each reload step
Fixed teleportteam2me not working correctly, will also now support sleepers
Added teleporttargetteam2me, takes a team id and will teleport all logged in and sleeping members of that team to the player
Ballista: decreased reload time, increased turning speed, 360 degrees range and increased vertical down angles
- table cloth material fix
Make the optimization for prepare prefabs a command line option as well so it can be toggled if it has issues (`-batch_manifest_imports`)
Add opt-in command line option `throw_manifest_error` to throw an error on manifest exception instead of continuing and using the manifest in the repo
- will switch to opt-out once the manifest errors are fixed
Rename StopTransaction() -> EndTransaction()
Reimplement PreparePrefabs build optimization
- wrap game manifest in StartAssetEditing() so it doesn't import prefabs between each step of the manifest
- cache the labels applied while StartAssetEditing() is called so that it correctly applies multiple tags
Delete menu button that tested callback of amplify import lag spike