121,135 Commits over 4,018 Days - 1.26cph!
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.
Indirect Instancing: Add initial support for sub meshes
blowpipe viewmodel prefab updates
- set viewmodel mesh to 0.7 in the z ( to make it feel closer to camera)
- set up viewmodel renderers
- set to use viewmodel camera
- removed crossbow mesh from prefab
- removed ironsights script
dropped explosion force multiplier on catapult by a factor of 10
towing looks for non-interactive layered collider setup on towable vehicles, no longer get useless towing prompts when you back up to the wrong side of siege weapons
Fixed anim events error on flinch anims
Restored spine ik when eating and playing idle breaks
Reworked horse spine IK
Smoothed eye pos to reduce motion sickness when riding
Some leading tweaks
allowed better validating from the towed vehicle whether it is in a state to be towed
- exposed through virtual in BaseSiegeWeapon at the moment, only the siege tower has cases where it doesn't want to be towed (when it's toppled)
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updated minicrossbow vm anims
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Upadting skinning on lower LOD levels for knight armour
fixed floaty window collision on shipping container skin
Update: DemoServer - split ticks by distance instead of time
- Splitting by time didn't guarantee that they were in valid distance ranges
- Also handle case where we get positional data while the player is still initializing
Getting closer, according to logs most ticks get accepted, but there are still a bunch that get filtered out - investigating.
Tests: played the same demo, observed the logs.
Indirect Instancing: Restored original bounds calculation (because draw order doesn't seem to matter) and other minor cleanups
updated mini crossbow 3p anims
Merge from branch /main/indirect_instancing to branch /Aux
DANGER: Enable Read/Write on ALL models project-wide
DANGER: Enable GPU instancing on ALL materials project-wide
Indirect instancing:
Add support for potentially any shader derived from Unity Standard, currently enabled for all shaders in the Standard/ folder.
Add support for MeshCull, RendererLOD and MeshLOD.
Add editor scripts to enable GPU instancing and Read/Write on all assets.
Use a nullable value for Color to allow future optimisations for non-coloured objects (most of them).
Add the camera component from code, but only once.
Rename instanding_id to instancing_handle.
Rename IndirectInstancingManager and IndirectInstancing to IndirectInstancing and IndirectInstancingCamera respectively for clariy.
Submitting burst cloth knocker for knight armour
Update blowpipe firing animation and recoil adjustment
Whoops: supposed to KEEP the RHIB in primitive
using tow anchor transforms for angle testing, not body transform
Set convar in primitive gamemode so rowboat spawns rear of cargo instead of rhib (since RHIB is supposed to be disabled)
Add convar `cargo_escape_boat_rhib` to control whether a rowboat or rhib will spawn on the back of cargoship
limiting angle towing can be started at with toast popup to straighten up if a player's trying it at a wide-angle
Update: Server-Editor tries to synthesize position ticks for other players in client-demos
- Also supports movement of other, non-player entities
- Only handling positions for now
Doing this to allow for more thorough testing. Some ticks get rejected despite being in the same position - need to investigate why.
Tests: played the same demo as before - checked logs to see the injection and acceptance of ticks.
ensuring towed siege weapons aren't forced to sleep while being towed
fixing tow joint constraints being incorrect when towing begins non-aligned
Updated 4k AO textures for media
fixed incorrect capsule collider on half and low wall corners for gingerbread building skin
merge from primitive -> aux2
merge from primitive_gm -> primitive
Ensure missions can't give out items that are blocked by an era
- ideally missions rewards are changed if they aren't allowed in an era but this is a failsafe
Ensure vending machines don't sell restricted items
- block orders with restricted items from being networked
- also block it from being bought if the sell order somehow goes through
merge from primitive -> aux2