118,192 Commits over 3,987 Days - 1.24cph!
Bugfix: Make sure WaterLevel tests run full simulation path during unit testing
Previously it was earlying out during GetWaterLevel
Tests: ran the new tests, they report an issue that I need to fix
Removed Vehicle Detailed layer from horses k detection layer mask, it prevents legs from hitting themselves
Restored horse animation speed reset when exiting ragdoll
More work on ziggurat exterior (decal passes). Renamed jungle decal test materials.
Reset horses server and client bone local positions after exiting ragdoll
Reset lastMovingTime when exiting ragdoll
Fixed a bug with using a pre-culled volume list when creating the environment volume compute buffer
Don't start attacks or hazzards when dead
Zero the Y when calculating look forward
Added a cooldown timer for the main triggered attack, use regular attack when on cooldown.
Update: missing meta files from merge
Submitting for now, but should nuke once back on main
Tests: none, trivial change
Merge: from main
- Skipping a couple meta files for empty folders, will submit them separately
Tests: booted editor for import
Setup hiss anim state, trigger it.
Add a regular attack, starts after the initial hazard trigger attack and continues while a player is in range.
merge from ballista_reload_fix
Attack (placeholder) sound and events.
merge from store_medieval_pack
Improve fluidity of tiger combos, remove weird pause before running away
merge from vending_stats_protection
merge from batteringram_fuel_protection
merge from vending_stats_fix_3
merge from horse_gravity_fix
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Make tiger flee after attacking if the player managed to injure it during its charge
Trying out some UI to show event has triggered and reaction time.
Warning hissing.
Increase turn speed.
Removing unnecessary memory allocations from the EnvironmentVolumeStencilPass class
merge from clothing_items_dissapearing_fix
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Audio.
Alert tick interval.
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merge from ix_quick_craft_5x
merge from primitive_gamemode_changelog
merge from primitive (only change is Reapplied
112676 - Don't allow deployed firebomb to be deployed in water because science (stomped in 112706))
merge from explosive_pickup
merge from catapult_ammo_ui_fix
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merge from mini_crossbow_postnetworkupdate_nre
merge from fleck_memory_fixes
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Added server.clear_bushes_radius, works the same as clear_trees_radius but for bush entities
Added debug.dofExposerForceDisable
Fix demo button appearing if player has no demo folder
Less horizontal frustum shift on the torch holder fire vertical billboard.