128,902 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                horse walking, trotting, sprinting, and turning speeds modified by towing
- currently flat modifier of 60 percent across the board
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from fix_quarry_animator_lod -> main
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                S2P pumpjack monuments (trainyard, powerplant, water treatment)
 
                
                
                
                
                
             
         
        
            
            
            
                
                missing TowingJointBreakDebug file
 
                
                
                
                
                
             
         
        
            
            
            
                
                Move the graphics settings in the options menu into a standalone prefab
Render TweakUIDropdown as a dropdown in the preset editor
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from halloween24
- some cloth fixes and dracula cape worldmodel collider fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Show a colour in the Preset select editor
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added TowConfig to ballista
Prevent mounting and dismount any mounted player when towed
 
                
                
                
                
                
             
         
        
            
            
            
                
                siege weapons override vehicle handbrakes when being towed
- fixed towed entities not getting their tow attach/detach callbacks
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from teleportpos_improvements
 
                
                
                
                
                
             
         
        
            
            
            
                
                fixed negative scale on dracula cape worldmodel collider
 
                
                
                
                
                
             
         
        
            
            
            
                
                teleportpos now has more consistent behaviour:
teleportpos "50 50 50" / 50 50 50 / 50,50,50 / 50, 50, 50 all behave the same.
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                client-only compile fixes
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                - Dont force wheel update code. Abstract -> Virtual
- Base Siege Weapon now implements VehicleChassisVisuals Client Wheel User
- Siege Weapon Wheels are stored on the shared class now
- Swapped all siege weapons over to Bills new system (apart from BatteringRam)
- BaseSiegeWeapon handles most of the movement logic
 
                
                
                
                
                
             
         
        
            
            
            
                
                Commiting prototype instanced rendering that piggybacks off normal CPU batching system
- hooks into normal batching system
- uses normal occlusion culling system
- instead of adding meshes to CPU batching, pushes meshes into arrays to be instanced rendered
- uses Graphics.RenderMeshInstanced() which is slower due to copying to GPU every frame
- currently same rendering speed as CPU based system, however can be optimized with multidraw & command buffers
- convar `batching_instanced_mode` switches between CPU rendering and instanced rendering (to compare)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Switched ballista mounted anim to standing 
Added placeholder hand IK (looks painful)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Wildlife hazards can now also inflict basic damage when a hazard is failed.
Setup snake bite damage.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added min/max core temp modifier teas, which modify player clamped temperature range, as an alternative option.
 
                
                
                
                
                
             
         
        
            
            
            
                
                viewmodel - ammo state/ choosing correct reload states
 
                
                
                
                
                
             
         
        
            
            
            
                
                more towing strength adjustment
 
                
                
                
                
                
             
         
        
            
            
            
                
                Cancel ballista reloading when unmounting mid-reload
Reduced turning speed
 
                
                
                
                
                
             
         
        
            
            
            
                
                applying horse motion through rigidbody to give more information for joint resolution, also adjusted towing anchor down
 
                
                
                
                
                
             
         
        
            
            
            
                
                Move the shield to the back while reloading a projectile weapon
 
                
                
                
                
                
             
         
        
            
            
            
                
                Can't use the ram without starting the engine
 
                
                
                
                
                
             
         
        
            
            
            
                
                Recache the viewmodel renderers
Added a deploy delay so the player can't block immediately while the deploy anim is playing
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Deflated nomad suit viewmodel gloves now the hands can be hidden, fixes clipping issues on gestures
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed allowedItems list from Mailbox, this list is now in StorageContainer
 
                
                
                
                
                
             
         
        
            
            
            
                
                Better catapult colliders, added lootpanel prefab
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added worldmodel prefab and icon
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_quarry_animator_lod -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                added 3p shield impact melee and impact ranged anims to player animation.controller
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix mining quarry and pumpjack only showing their animation up to 100m away
 
                
                
                
                
                
             
         
        
            
            
            
                
                halved twoing joint break strength
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Refactor: Further simple vehicle changes
- Turned SimpleVehicleVisuals into a utility class instead. 
- Introduction of SimpleCarVisualsController to handle passing of appropriate settings into VehicleChassisVisuals.
- Setup standard wheel update method. Retained old method of overrides.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge: from remove_editor_update
This shaves off another 5ms from editor update times on 6k world map
Tests: built all modes in editor, tested debug rendering still works on craggy and loaded a 6k proc map and checked profiler
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge: from main
Tests: built all modes locally
 
                
                
                
                
                
             
         
        
            
            
            
                
                fixed native memory leak in OceanSimulation (only a problem if you're restarting a server in-editor a lot)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from ai_wolf_iteration
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
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                Buildfix: Hide DDraw calls behind CLIENT
Tests: checked all build modes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: DDrawAIDataPoints is an editor server var (instead of client)
- Also fixed formatting and borked whitespace on one line
This makes it a bit more consistent with how it's implemented (since ServerMgr executes the drawing).
Tests: On craggy spawned junkpile_j, enabled the flag - debug rendering worked.