111,518 Commits over 3,928 Days - 1.18cph!
Disable static CCTV cameras in monuments when they take damage
- default duration 5 minutes (convar `camera_disable_seconds`)
- 95% static effect when disabled
- can still hear audio when camera is disabled
- static effect around camera when disabled
Removed old/outdated pose files
Merge from brzone-blending -> main
Prefab application & fixes.
Cleaned up all rock formation meshes / better LOD distances for large variants / added shadow proxies / baked normals for LOD3 and LOD4
Battering ram client steering, brake and throttle client inputs
Engine audio baseline
Merge from copypaste -> main
add cinematic tool to unify layers of renderables near a light source
allows for a light source to be isolated to just the player, for example, while staying under the max number of excluded layers
Finalized & prefabbed wall mediums and large.
Add ability to snap pasted entities to the terrain
- will search based on foundations only
- snap entire build to single height even if it overhangs the ledge
- convar is `paste_snap_terrain`
- can use `paste_height_offset` to control height offset after paste
Add more filters
- `paste_deployables`
- `paste_building_only` (only building blocks)
- `paste_foundations_only`
Add `copybuilding`
- will copy every building block & decay entity of the base you are looking at
- won't copy non-decay entities
Battering ram attack interaction moved to a world button
exported edited viewmodel metal shield animations
Created simple vehicle system. This is a wrapper around the original VehicleVisuals system which allows quick creation of vehicle wheel movement without immense boilerplate.
Update: TreeToolRenderer tracks everything via a dictionary instead of a list
- Also track trees that are roots of scene(helps with domain reloads)
This'll avoid stutters in large monuments with a lot of pre-placed trees.
Tests: in swamp_a spawned a tree, triggered domain reload, and was able to see prefab changes afterwards
Try/catch LifeInfographics method that iterates over every entity in the project so it can gracefully handle corrupt prefabs (and print out the name of the corrupt prefab)
Bugfix: Don't allow TreeToolRenderer to react to changes of existing trees in wrong scenes
Tests: opened craggy, add a tree and tried to change prefab - nothing happened.
Restored battering ram animations
Moved the existing models into a placeholder folder
exported edited 3p shield idle pose anim
Restored battering ram model position
Update: TreeToolRenderer can visualize newly created trees
- Also added tracking for the active scene, to avoid letting TreeToolRenderer running on the wrong/unsupported scene
Tests: added a new tree to swamp_a. Switchet to Craggy, tried the same - didn't get visualized. Went back to swamp_a and added a tree - all good.
Ballista reloading fixes and cleanup
player animator update plus idle pose
Snakes now slowly turn to face in-range players.
Client-only visual triggers, notifications and optimisations.
updated holster position for metal shield
Added a very first pass of door controller tests using copypaste to load pre-built circuits
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Add `downloadpaste <url> <name>` command
- default to using the filename in the url
- can override name if it is going to overwrite the paste
Add `renamepaste <old> <new>` and `deletepaste <name>` commands
- allows you to rename pastes after you download or want to reorganize
- can delete if needed too
Add `upgrade_looking` and `skin_looking` commands
- same as `upgrade_radius` command but uses the base you are looking at instead of a radius around you
- easier way to upgrades in front of you
- will only search directly attached building blocks, won't handle external TCs
- add `GamePhyics.TraceEntity()` method to handle raycasting entities in editor and ignoring server / client entities
Update: TreeToolRenderer can track modifications to existing trees
- replaces previously half-working OnToolGUI
Tests: on swamp_a, modified tree's prefab - saw visuals change
file naming and organising
Rock - Override controller updated to use v3 anims
Clean: remove unnecessary event callback for TreeToolRenderer
Tests: reopened swamp_a
assigned shield 3p anims on player animation controller and edited metal shield position in its entity
Bugfix: Restoring kayak to version from
105500
It got missmerged into nothing(empty prefab), even though it should've automerged
Tests: Spawned it on craggy and got in on the front seat. No exceptions during loading or spawning.
Update: TreeToolRenderer only runs on prefab scenes
Tests: loaded up swamp_a - trees were visible.
Trigger fixes.
Remove log spam.
Added new ballista incendiary spear ammo
Added client reload and ammo switching logic (still wip)
Update: move TreeEntityEditor closer to Resource Editor folder
It was in a generic editor folder previously, and we have a specialized folder now
Tests: loaded up swamp_a monument and checked gizmos still draw
Optim: Replace TreeEntity.Update with a an editor-only renderer
- Handled by an EditorTool(work in progress, doesn't track all changes to the scene)
This wins back 16ms on a 6k world in editor.
Tests: Loaded swamp_a scene from a cold start, was able to see trees. Started 6k procgen map, fps was better.
re-created v3 anim folder, taking existing .meta & retaining clips, all anims now using v3 avatar
Merge from copypaste -> main
Cleanup & rename kill -> killbox (so it doesn't overlap with normal kill command)
Add ability to undo pastes with `undopaste` command
- only kills entiites you pasted (if you want to redo a paste, just paste it again manually)
second noise layer for coverage
Allow pasting directly from name
- `paste cars1` will load "cars1" and paste it while persisting current clipboard
Filter entities when pasting instead of copying (allows you to change filters after copying a single time)
- change convars from "copy_npcs" to "paste_npcs"
- filter entities that have no parent when pasting
- add option to filter vehicles