136,756 Commits over 4,324 Days - 1.32cph!
merge randomize_seed to main
fixed boat priv issue with boxes, added check for when TC is placed after boxes
Adding burnt fuse into cannon barrel rig
merge debug_simulate_latency to main
adds cvar `client.receiveLatency` (client admin) to main to help with testing high ping in Client/Server mode.
exported 3p batteringram idle anim and enabled 'force idle animation' tick box and set 'mounted animation speed' to 1 batteringram prefab
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various stools (4) blockout
clothing box corpse fix pooled string and manifest updated
File changes on the bone knife swing action
Optim: Jobs 2 - rewrite BuildSnapshotDependencyChains
- fix a bug that caused more snapshots to be sent than necessary (causing massive inflation)
- add a couple fast paths, rewrote it to be a single-pass algo
- reduced number of pooled lists usage
Need to write unit tests for this
Tests: with useplayerupdatejobs 2 set from start, loaded craggy and 2.5k procgen world in editor, visited ferry terminal - didn't see anything missing, npcs had weapons and were shooting
Imported and implemented new sounds for the bone club
Fix cannon jitter when reloading and firing at high ping.
removed basically every allocation. pool all the things
exported 3p secretlabs chair idle anim. enabled 'force idle animation' tick box and set 'mounted animation speed' to 1 secretlabs chair prefab
Fix scientists not repositionning when a sniper flanks them, even if the shots land near them
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merge cannon_fuse_burn into main
Fix cannon reload camera animation looping back into itself.
Started working on store data overrides via a json file
Refactored TryGetTakeover
Material/colour rejigs of shop E to push closer to concept
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Added mount pose tooltips and headers in the BaseMountable inspector
Removed the hack disabling vehicleAimYaw when using the cardgame pose, we now have a setting on the prefabs
Added 'Animate Vehicle Aim 360' setting to BaseMountable, toggles the vehicleAimYaw parameter update. It was affecting the mountable idle anim speed. It was not an issue before because our anims were just poses
Set to false by default, enabled for rowboat and steering wheel
exported horse 3p idle anim and set 'mounted animation speed' to 1 in horseSaddle.prefab
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merge from shipping container optims branch
Fix off phrase being set to required
better in-editor usability/visability of RconVars
added physics_used_memory profiler record for reading
test: dry ran analytics with logs and we're getting expected byte values back from it
made new prefab guides for explosives and comps so they have glass in the guide, and hooked up lod0s for guns, metal, scrap and stone instead of lod1 for guidemeshes
set 'mounted animation speed' to 1 in chair.icethrone prefab
Add error icon next to the domain reload toolbar toggle to make it more clear that it shouldn't be used in CLIENT or SERVER modes.
added packet batching and AuthToken to sent packets
Hook up forward drag display to boat building UI
exported ice throne 3p idle anim and enabled 'force idle animation' tick box in chair.icethrone prefab