126,711 Commits over 4,109 Days - 1.28cph!
Fixed gesture system spamming warnings while on tutorial island
Took the chance to clean up a bunch of client side logs when setting up the tutorial island renderer
Reverted catapult's textures meta unwanted changes in
106265
Remove the WaterVisibilityTrigger from MineDungeon, possibly causing missing water when exiting the halloween dungeons
Optim: Preserialize the tree grid before sending to the player
- Added ClientRPC overload that accepts a MemoryStream to support above
- Early out of the tree streaming logic if no players are in the streaming queue
Local test on 4.5k Proc world showed that it took ~1m to stream entire world for 1 player instead of previous 3.5m
Tests: minimal, booted procgen map in CLIENT+SERVER local session, waited until everything streamed in
Merge from relationship_manager_dangling_profiler_sample_fix
Refactor wolf fsm to be easier to maintain and extend
add configurable offsets for coverage and instability noise gen
Fixed halloween candies spawning inside cliffs
When spawning we now check the terrain topology and run a simple raycast to reposition them if the topology is CLIFF or CLIFFSIDE
playerupdate. renamed the necessary exported player exported anims and clips for consistency and updated player animation contoller with swim new anims
Add solar panels to a work queue
update to visuals prefab pivot (temporary)
updated ram hardware models to reflect latest concept changes
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Show the current shield health with the health/hunger/vitals
Move the player vitals into a FlexLayout, remove a bunch of hardcoded layout code as a result
Fix two more dangling profiler samples in relationship manager caused by early outs
battering ram update to work in progress visuals
Added gibs to catapult. Changed catapult rust decals mat lookup.
Merge: from main
Tests: none
Double clicking on a selection history entry now calls AssetDatabase.OpenAsset
wip repositioning and convar
Also filter out murderers, scarecrows and zombies on the tutorial island
Don't allow halloween/xmas dungeons to spawn on the tutorial island
Fixed shields not getting properly initialised when using spawn.shielddummy command
Added a damage mitigation factor to all shields, shields will absorb this percentage of damage and then pass the rest of the damage onto the player.
This is applied after the Protection properties are applied, so we can still vary how different shield materials affect damage
Added IReceivePlayerTickListener.
Forward received player ticks to any listeners.
WildLifeHazards can define the button press for avoiding the hazard.
WildiLifeHazards receive the player tick and check for valid input.
Can now succesfully avoid hazards.
WildlifeHazard can now play a sound on trigger.
Hook up placeholder hissing sound for Snake wildlife hazard.
Added SavingReactionTime to WildlifeHazard entities, along with a ReactionTimeMultiplayer server convar.
Hazard effects are now triggered using this delay.
Tons of changes to support working outside of editor
- code assumed only single instance per server
- now store parameters per client in client convars
- made client and server versions of each command
- client commands send parameters to server version
- added filtering for resources + foilage and npcs (default include everything)
- fix point entities not being filtered out
- split code into CLIENT and SERVER regions
Split scarecrow and murderers into different prefabs to properly support the death screen and head bag systems
Updated Scarecrow.Population and the halloween tunnel prefabs to add in the new prefab (weighted 75/25 scarecrow/murderer to match the previous behaviour)
Cleanup
Rename copy -> copybox so it doesn't overlap with client copy
Rename load -> loadpaste to not overlap with other load commands
Setup reinforced wooden shield prefab
Add melee attack state on 3rd person animator
Added admire to viewmodel animator
Added override controllers for each shield viewmodel
Hook up deploy on 3rd person shield layer
Tags applied to items prefabs
Switch default era from None -> Unknown and add new "Any" era so we know what items are explicitly allowed in any era vs unassigned
Add tags for era to item assets
Every item reserialized after adding era field & updating asset tags
Improve item asset tags
- `workbench0` - `workbench3` depending on crafting requirement
- `craftable` for items that are craftable
- {Category}Item for item category (WeaponItem, FunItem, etc)
- `ItemDLC` for items that are dlc
- `ItemRedirect` for items that are redirects of other items
Add era field for items (none, primitive, medieval, frontier & modern)
- items default to "no era"
- items in none will show up in all eras
- items in lower eras will show up in higher eras
- no eras assigned to items yet
WIP support for storing which NPC clothing loadout was active on a corpse, to support more accurate head bags and death screens when killing NPC's that change appearance via loadout (notably arctic scientists and scarecrows/murderers)