111,294 Commits over 3,928 Days - 1.18cph!
Block placement on Excavator belts and buckets
S2P
Added a new BlockPlacement custom tag to force block-building regardless of any deploy exceptions the item may have
merge from shockbytetclodfix
Update: Review Feedback - Part 3
Renaming FreeUnmanaged primary overload to FreeUnsafe to clearly indicate that it's an undesired API.
Tests: built all targets
Tests: Review Feedback - Part 2
This covers basic scnearios of Pool usage.
Tests: Ran the new unit tests - they pass.
include steer and pitch inputs to animation, changed client update to have packed vector of inputs
Boomerang Texture Update.
Added Boomerang world model and LODs. Updated Textures.
fixed lod3 displaying incorrect material, set lod distances to the same as the other toolcupboards
Flagged above ground tunnel entrance prevent-building volume as Tunnels
Added a new Tunnels ColliderInfo flag, so it can be used to ignore tunnels prevent-building volumes
Flagged train_tunnel_nobuild volume as Tunnels
Tin can alarm now deployable in tunnels
Moved both oilrigs MonumentInfo component to the prefab root gameobject so running S2P correctly adds the PreventBuildingMonumentTag component
S2P
only inherit mount velocity on ragdoll
New set of damage and destruction effects to be in line with the other choppers.
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added road rejection to jutting cliffs
Have wolves only fall over on headshots
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Added Note World Model
Imported Note World Model Materials, Model, Textures
Setup Note World Model Prefab, LODS and Colliders
exported wolf run hit left and right animations
Elevator vehicle merge -> main
Increased elevator floor colliders
Hopefully prevent clipping off elevators
extra jutting cliff prefab
Clean: Review Feedback - Part 1
- Make scopes explicit with brackets
- Get rid of System namespace prefix (as we declare that we use System's names)
- Renamed `deepFree` defaulted arg into `freeElements`
- FreeUnmanaged(MemoryStream) no longer sets Position anymore
- Commented the API
Tests: Built C+S target (as it's trivial build-only changes)
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set mount pose to sit _DPV on DPV deployed prefab
Check if refill container move is unsuccessful. Delete to avoid memory leaking
Update: Removing FreeDynamic from Pool
Reimplemented the 2 cases where it's used to work without losing information about the type (so we can use Free instead). This also gets rids of unnecessary allocations.
Tests: Built all targets. Tried to test runtime (2p multipalyer), got confirmation that the server initializes but nothing hits it. In next CL I'll push out a unit test for ServerMgr, since it looks to be possible.
re-enabling animation speeds for DPV
Ignore colliders excluding player movements when running auto crouch
merge from codelock_playerprefs
merge from dome_collider_fixes
merge from industrial_adaptor_movement
merge from SBToolCupboard
adjusted serverside player colliders while ragdolling