121,129 Commits over 4,018 Days - 1.26cph!
Remove `npc_junkpile_a_spawn_chance` and `npc_junkpile_g_spawn_chance` convars as no junkpiles in the project actually use the components the convars are referenced in
- replace with the normal convar `npc_junkpilespawn_chance`
- Swapped to using correct order reload anims
- Multiswap arrows improvements
- Temporary swap code
Rebuild options UI after merge
base shield gameplay pass
Medieval barricade base gameplay pass - now shared the same stats as barbed barricade.
- Removed rope requirement from barbed barricade
clean up /asset folder, deleting duplicate icons and radiator prefab
Fix and improve foliage placement compute map sampling/decoding, fix incorrect foliage cells being used, clean up and move shader setup for instancing to includes, fix bounds calculations, add function to get foliage counts per cell, implement instance offsets and density handling to foliage placement.
Asset backups, collection update
Merge from demo_shot_improvements
Fixed spears not working with shields
Fixed full screen interaction blocker also blocking the main menu
Fixed the record shot name input field resetting on ESC
Restrict double barrel shotgun
Properly disable camera control when a shot finishes recording
Loop button is now always visible and applies to the whole demo timeline, not just shots
Camera now gets mouse input at the start of the 3 second pre shot countdown, not after
Merge from admin_wanted_toggle
Added a toggle to control whether to show wanted posters in the admin UGC panel
Better generic conversation flow
Can now specify which NPC has a mission from the mission inspector
Generic mission provider can now support multiple missions
Added a new mission type where the player has to go and turn on an object, the object requires a long hold
Cata airtime & impact WIP.
Added an objective Start After Prior Objectives field, bypasses the need to use the old start after completed objectives array
Move the scheduling and tutorial systems into a foldout (rarely used, reduces clutter)
Catapult flame ammo + lighting + sound emitter.
Fixed siege_weapon_ballista_base generating new materials on import
Fixed incorrect back bone offset on knight chest piece
lunar new year branch and very wip item setup
Nuked the legacy source engine RCON code. +rcon.web now just toggles websocket RCON on or off (default on as before).
Fixed potential NRE when using ioentity.debugqueue
Disable all scientists in primitive mode
Add convars to block NPCs from spawning
- `npc_spawn_on_junkpile` specifically for junkpiles
- `scientist_spawners_enabled` will disable all scientists spawning (peaceful & hostile)
- Rewrote crossbow vm attack and reload code from near scratch
- Fixed reloads not working correctly
- New animation controller setup
- Use Viewmodel Camera
Can now pull horses when leading them, allowing you to pull them out of tricky spots (experimental)
Improved spine IK motion again
FX progress backup.
Small transmission tweak on catapult bucket.
Added ropes when leading horses using FakePhysicsRope
Moved FakePhysicsRope logic to LateUpdate
Tweaked leading behaviour
Fixed players able to stop other players leading horse
Ensured reload to reload step is smooth
Adding boomerang animation content and initial set up files
- Use next free slot rather than shots left for reloading
- Disable barrel animation for reloading (just now)
- Ensure arrows are visible for the next shot when reloading (eg the one you are dragging into the barrel)
Clean: removing no longer relevant comment
Update: DemoServer improvements and fixes
- All ticks are now accepted
- exposed an editor only API to inject ticks (avoid serialization roundtrip)
- cleaned away tick logging - it generated too many logs
Ticks are now caught, which is nice, but it looks like it's not validating them all outside of demo playback (saw only 2 players doing it on a perf capture). That'll be next.
Tests: added temp debug assertions that would catch any discarded tick - played the new demo, and there were no more assertions.