112,069 Commits over 3,928 Days - 1.19cph!
Got rid of the bike gears, only one gear now as the model implies
ProgressBar now supports emptying the bar over time instead of filling it, more like a countdown. Use the new system for the stamina bar.
Updated throat cut gesture - fixed some translation issues
Enabled dof translation on player avatar for better retargeting results
vm sks - added test anims for sprinting/jumping/landing, added layer and params to animator
Clatter helmet PFX fixes and visual refresh:
-Flame tone adjusted to be more in line with the new fires.
-Improved heat shimmer, which had regressed.
-Performance optimized: No longer relies on noise, less overdraw & LOD tweaks.
-Cleaned a script from the prefab that was doing nothing.
Improved test results formatting
Added WaitUntilWithTimeout yield instruction
Experimenting with updated protobuf codegen which doesn't copy data around as much
Expose changing damage of weapons & armor protection values
Add ability to search entity & item names
bicycle skin, LOD setup and rear wheel split for future setup
Added Time based fading (work in progress - includes updates to visualiser)
Fixed some issues with distance fading
Improved import - no longer reloads assets during import which is 2022.3 causes a warning
Added vending machine. Setup custom sell orders. Disabled colliders on client.
Added a low pass smoothing filter to steering as well as tweaking existing steer deadzone values.
Outside of deadzone now ensures straight wheels
Fixed power passthrough set to 0 by default on empty outputs, to clarify when power is blocked and when power passes through
Added first IO acceptance tests for AND switch, OR switch, electrical branch and blocker
Added steering deadzone to avoid over corrections
merge from fix_eventrecord_pooling_error
Added RustTestFixture, which includes helpers to easily spawn and destroy entities
Cleanup and naming
Added SetUp and TearDown methods executed before and after each test
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bicycle LOD0 skining and ik positrion adjustment
More memory optimisations - attempting to reduce the number of transforms/gameobjects/renderer components there are in the world by consolidating them into a single RendererLOD when possible
eg. a RendererLOD has three child LODs all at 0,0,0 - this process caches the mesh and materials used at each LOD level and creates a new renderer/filter on the RendererLOD root and switches the mesh and materials when adjusting LODs. This allows us to delete the child transforms entirely.
Process is entirely automatic and applied at runtime to all RendererLODs so no change to artist workflow.
Some initial results:
Launch site goes from 30,409 transforms to 21,131
Outpost goes from 11,850 -> 9,633
Harbor_1 goes from 17,233 -> 13,125
That's a total saving of over 15k transforms, renderers, filters just from three monuments!
Fixed manifest not being included, still not loading
Minor anim tweaks to middle finger + double middle finger gestures. Fixed ulna rotation not being applied
Basic sprint progress bar
Double middle finger gesture
Lerp the sprint pose change
New sprint mode pose for bicycle rider
New attempt - load all preprocessed prefabs into a dedicated client/server scene and include that in the build
Created new FileSystem backend that is mostly working, builds are done via Builds/PreProcess/ menu
Pedal bike setup bits and pieces
More build cleanup, not much progress
Fix recoil properties not being modified
Expose recoil values for weapons
Add `mod_ents` command to search for entity shortnames
Exposing more things & lots of cleanup + organizing code
Serialize AnimationCurve as protobuf
Expose BaseProjectile fields too
Expose clientside variables (firerate, deploydelay, animationdelay) to be modded by server
Add `mod {prefab} {field} {value}` command to allow you to modify weapons at runtime
adding bike_sidecar prefab and WIP bicycle setup