250,486 Commits over 3,959 Days - 2.64cph!
adjust leandisplay colors
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
Close CollectionList popup after toggling a collection for now
Cancel ballista reloading when unmounting mid-reload
Reduced turning speed
fix issue with xp bar on solo page, add main menu option to finish menu
applying horse motion through rigidbody to give more information for joint resolution, also adjusted towing anchor down
restyle ingame frenzy letters
Cleanup
Use GameObject name explicitly in description instead of setting DMX name
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
Added a "Save pose as..." button to the Pose Tool to avoid haing to copy+paste an existing pose and overwrite it
Added Undo support when using the load selection from file button
New generic file context menu (for any non-asset type - .cs, .scss, .razor, etc.)
Implement OnContextMenu in FolderNode
Navigate to code files using selected code editor
should prefer an active / open solution
Hide obj/ folder in code directories
Add support for drag-dropping assets / folders / etc.
Top of asset locations list shows favorites again
Fix mining quarry and pumpjack only showing their animation up to 100m away
halved twoing joint break strength
Basic implementation of tongue swinging
Revert "ModelRenderer don't default to box if Model is null"
This reverts commit 507bf43671ecc159012fc46ffe726dcf1128bdd9.
This works better, needs a cleanup that also removes [MakeDirty] crap
fix alignment of lean display and other hud adjustments
Include package type in AddTo/RemoveFromCollection, resolves exception when toggling collection for an asset
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.
Removed some logs in the DuplicateTimeline tool that printed every time the cinematic tool dropdown was opened
LODStripper will now delete any objects with LOD1, LOD2, LOD3 or LOD4 in the name, even if they aren't assigned to a LOD group or RendererLOD
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
Batch map gameobjects, start disabled
Speculative fix for the inability to add assets to collections
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
TongueAbility now highlights tongueable objects
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.
Initial assets commit (LFS)
Adjusted battering ram and ballista mount positions
Initial commit
Set up .gitattributes and .gitignore for LFS
Initial code commit
Optim: Reimplement AI-Cover/Move-Point debug drawing as a utility function instead of FixedUpdate
- Also now requires both CLIENT+SERVER being active in the editor (as it's part of ServerMgr's FixedUpdate step)
- Will reconcile the client cmd line arg but server logic in next CL
This wins us 5.5ms on 6k procedural map in editor
Tests: loaded a 6k procgen map on 1337 seed and checked the profiled. Tried enabling the debug flag, but it nukes the perf. Tested flag on craggy by spawning junkpile_j - saw the debug graphics.