110,897 Commits over 3,897 Days - 1.19cph!
radtown_npc_drivethrough -> world_update_2
Prevent log spam: 'Trying to set velocity on kinematic body'
Send over spline interpolation speed to the client to ensure sound plays as normal when moving along a spline
radtown_npc_drivethrough -> world_update_2
Fixed client compile errors
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Travelling Vendor Radtown Drivethrough~
- Vendor now correctly follows a spline based path through Radtown upon entering
- On leaving Vendor goes back to its normal duties
- Added fake slowdown/speed up to spline transitions
- Added bunch of properties to SimpleSplineTranslator
- Fixed bugs causing it not to recognise the proper end of its currently traversing spline
Added offset to spline translations.
Adjusted vendor ride height on splines to 6.5 units
Added methods to look ahead in spline translator. Lets us ignore inaccurate tangents and just manually look ahead to calculate proper forward.
Override vendor steering after starting spline movement
Only apply downforce and regular steering if not following a spline
Spline translator returns global position by default.
Requires spline argument rather than spline data
Travelling vendor sets up spline translator on first entry to radtown
Wrote a kid friendly spline translator that works with arc length. Can traverse world spline data at any fixed speed with support for looping.
Fixed tooltip characters briefly appearing as blocks when opening
Further ground foliage tone tweaks.
Mip coverage tweaks on tree billboards to mitigate some of the blocky look.
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Changed a few occurrences of ToolTip text setters to use the new SetPhrase method when possible
Added a SetPhrase method for tooltips so they're acting similar to RustText
Changing language or setting its phrase will now update its content
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Wolves will not bother howling if their prey is unreachable
Wolves will favour targeting players over other NPCs unless the other NPC is way closer
Cleaned up Phrases update code
Added a button to rebuild engine.json without uploading to crowdin
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Trigger path and trigger path notify system
Added trigger to entrance and exit to Radtown
t1 smg
- intial viewmodel base rig and anim clips
- animator
- viewmodel, entity and item prefab
- initial ironsight setup
Clean: remove obsolete logs from GeigerCounter
Tests: none, trivial change
Merge from world_update_2
Fixed ocean water depth on map sometimes being misleading
Fixed Phrases update not catching everything as expected
We were missing:
- Phrases nested in struct collections
- TokenizedPhrase
It caught quite a lot of new strings, particularly tutorial texts
Update: Take marker telemetry every measurement
- Also avoid activating markers during Setup/Shutdown
- Also avoid trying to convert Undefined sampler type to "seconds"
Without these changes perf telemetry was too coarse(1 total value for all measurements * iters)
Tests: Ran it for existing bench tests
Remove FSM tags, exhaustive transitions turn out to be easier to debug and manage
Added configurable SpawnFilterMode to PlaceCliffs, PlaceDecorUniform, PlaceDecorValueNoise and PlaceDecorWhiteNoise
gibs and guides for frontier gates and walls
player update. added rifle stance walk anims to the neccessary weapon holdtype override controllers
player update. exported rifle stance walking anims
Bugfix: Don't record GC data from Warmup runs
Fallout from my first patch
Tests: ran new perf tests with warmup, observed no allocations being recorded(as expected)
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merge from LocomotivePushFix
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merge from nametags_random_colour
Ensure vendor test scene spawns a radtown
Added spline for vendor and bradley to follow
S2P
Monument markers converted to RustText
Added PermanentMarker TMP fontasset
Localized dropdowns "Unknown" option
Localized active boosts tooltip (teas)