199,464 Commits over 4,140 Days - 2.01cph!
Fixed cyclic reference detection in util.TableToJSON
Fixed cyclic reference detection in PrintTable
Profiling
LookAt perf tweaks
Automated Linux Build #153
StabilityEntity saves and loads cached stability value
StabilityEntity protobuf stability value is optional (backward compatibility)
Automated Linux DS Build #153
Automated Windows Build #153
StabilityEntity protobuf stores distance from ground
Don't try to load binary modules that have the same name as a base Lua module
Automated Linux Build #154
Automated Windows Build #154
Entity spawn test console command (entity.create)
- WIP new mission type: timer
BuildingBlock protobuf update (backward compatibility)
Automated Linux DS Build #154
set all shaders on wild west environment to use deferred rendering, baked out new lightmaps, tweaked lighting
Error/ErrorNoHalt now call menu state's OnLuaError hook
Improved error handling for NextBot coroutines
anims are pretty rough sorry, will polish them once seen them in game
Automated Linux Build #155
Automated Windows Build #155
- Missions are now passed the mission SO to their Init function
- Added new SO def type for time based missions
- TimeObjective now successfully completes on survival
Removed unused textures/models
Resized some oversized textures
Refactoring Unit+Item/Attachment handling to be a more flexible and robust
Unit+Combat calculations now account for resistances to damage types, mitigation from attributes, and weapons (plus their procs)
Added DamageTypes and DamageResistances to Species combat params
Added DamageTypes to WeaponParams
Added HoldItem flag to PickUpItemSettings
Added AttackSpeed attribute, used in combat timings (value*(100/1000) = delay in seconds between attacks)
Added AmourRating attribute, used in combat calculations as mitigations (exposed in data, so optional)
Weapons data for both spears and rock items
added attacks to controller and toned down head bob on run
Fixed people trying to steal items from each other
Automated Linux DS Build #155
Cowboy - updated smash anim source
update to clean export script
Condition wrappers can now flag a desired result via enum in the editor, DSE switches on this after evaluation.
Ingore ID match when setting active goal from PlayerController
viewmodel animations and sounds for the pistol weapon
checkin of latest so I dont break something and not have backup
made the muzzleflash/shell ejection use World space coordinates.
fixed some code with prefabs that had the ParentToBone not parenting correctly.
Sentry + ak worldmodel now uses new AK model
Doors open/close 2x faster so sharrap
repositioned the left arm on the m4 view model (it doesn't take up as much screenspace now)
Replaced rain particles
Removed rain falling on glass in front of eyes effect
Sentry NRE fix
protocol++
lasersight and flashlight baseline
- Warning ring mesh generated by DangerMarker set to not cast/receive shadows
- Fixed mortar spikey layer issue
- Enemy ability picker can now be forced to pick a specific ability