111,244 Commits over 3,928 Days - 1.18cph!
added TowConfig prefabattribute that's retrieved and combined between two objects when towing begins
- combines to the most restricted settings of both configs (a towing object may allow free rotation on an axis that the towed object may need to restrict)
cars ticking tow attachment properly and handling detaching
adjusting layering and position of towing anchors and triggers
Reduced AO on catapult trims
Show vending machine names in the F1 UGC panel
Deleted underwater_divesites scene folder, all divesites now use a prefab based workflow
Applied a force include SceneToPrefabTag to the rocks root in most affected monuments (rocks were being ignored by HLOD because their root was below the cutoff for HLOD generation)
S2P Trainyard, Arctic Research Base, Satellite DIsh, Powerplant, NMS, Military Tunnel, Lighthouse, Harbor 1
More accurate HLOD warnings for renderer setup issues (missing materials, mismatched submesh counts, etc)
Fixed "Create HLOD" button on HLODBounds component reusing previous bakes
Revert radtown scene to version from radtown_fixes, has more up to date fixes
Merge from radtown_monument_fixes
Added a ServerTick method to HeldEntity, called when the player is holding it
Added server side shield positioning to approximately map where the shield will be on the server to match the client (as held entities just get parented to the root on the server but we need accurate positioning for this)
Shields can now take hits from server side projectiles like auto turrets and NPC's
Added ballista seat, prefabs setup
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Fix legacy wood piles and some divesite props meshes not being readable, causing navmesh to complain when building
Ballista prefab setup, code baseline
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Same treatment for VM weapon flashlight
When composite fsm transition fails, vislog exactly which sub transition succeeded, which failed and which were skipped, to help narrow down bugs
Tweaked flashlight lighting setup to faciliate our creative look-down pose
Partial modifier and RPC build
- Scene updates
- Prefab properties populated
- Manifest
- Initial launch point and mountable basic scripts
- Basic prefab setup
- Vine launch points can connect together
radtown_spline_fixes -> main
patrolheli_orbitstrafe_fix -> main
radioactive_water_convars -> main
Removed Catapult references in RidableHorse and ModularCar, use ITowing instead
Renamed anchor and trigger gameobjects
Parented the ammo storage interaction collider to the catapult arm, so the collider follows the arm pos
removed dependency on BaseEntity from AttachTo
more towing
- inverted control of towing attachment
- simplified AttachTo func, we can get the anchor points internally with information from the interface
Polish to catapult art. Added decal renderer to catapult prefab.
HCR viewmodel anim updates
corrected body used by horse for towing and some hitch->tow renaming