121,151 Commits over 4,018 Days - 1.26cph!
Louder battering ram impact sound
Expand siege tower constructable deploy volume
- Bradley APC can now destroy barricades
- Siege weapon constructables can now be smashed by train
- Updated 4k textures for the knight armour set
Bugfix: DemoServer - properly cleanup outgoing NetWrites
Tests: played back a short server demo - no issues.
Travellling vendor will now break siege weapon constructables on the road
Fixed crossbow 3p arrows not updating
Updated knightarmour set textures. created new icon for knightarmour helmet.
UpdateCurrentOptionFromElement virtual function.
Override in graphics UI.
TerrainTexturing profiling
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Make towing visuals rope less loose to avoid it clipping into the floor
slight edit to vm minicrossbow admire anim and 3p reload anims
Fixed NRE when hitting tugboat with the battering ram
Null check lod and foliage grid instances, for when changing options in the menu, not in-game.
Extra wait frames.
YOLO commit. Around 960 ~ prefabs and meta files
Fix mini crossbow backpack offset again
Fixed vehicles being able to use horse poop (or any item) as fuel
- Fixed screwed bone names messing with the middle door of the siege tower (causing client and server states to be messed up)
- Fixed middle siege tower door using the wrong sounds
Fixed a bug I introduced on doors
mini crossbow viewmodel - set up idle/ads idle states in animator
Fixed Door OnObjects throwing NRE if entityContents is null
Rotate player when rotating the static ballista
Update: ServerDemoPlayer - Only maintain entities from demo stream
- Destroys any entities that server decides to create, if they were not part of demo stream
- Reserve a 100k network IDs when playing a demo to avoid ID clashes
- Refactored message logging when playing back demos
Although not robust, this allows us to simulate a core set of functionality. Will need massaging to expand further.
Tests: played back 4 separate Craggy demos - all played back properly.
Support disabling FoliageGrid refresh.
Disable FoliageGrid refreshing during preset changes, manually refresh once settings are all applied, reduces calls from 2 to 1.
Split manual LODGrid and FoliageGrid refresh calls over two seperate frames when changing presets.
client doesn't assume player ragdoll is always lethal
don't let player mount a ragdolled horse
Setup virtual pre/post apply functions.
Override for TweakGraphicsPresetsUI and toggle LODgrid refreshing there instead.
Cherry-pick marking DamageTracker `public`
Mark DamageTracker `public` (third attempt 😤 )
enabled horse temp ragdolling - horse ragdolls with damage/sliding/airtime and will get back up (assuming it doesn't then die while ragdolling)
Fixes, can mount static ballista
Changed how the No Sunlight flag was being set for environment volumes to fix an issue with material types
Mark DamageTracker `public` (again 🙄)
edited vm minicrossbow rotation curves on viewmodel prefab and updated wonky strings on strings pulled back idle
Mark DamageTracker `public`
Added static ballista deployable, without the wheeled base (wip)
Renamed ballista vehicle to "Mounted Ballista"