116,113 Commits over 3,959 Days - 1.22cph!
Tweaked catapult constructable colliders to prevent player from getting stuck when building it
Fixed catapult colliders scale
Siege tower damage renderer
Ballista physics mat
Removed empty spawn in spawn handler (old old horses)
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Can now specify a name for the newly created asset in the Create asset tool
Can now delete child assets of a mission
Updated spawn.procmap.v3.prefab
Horse audio
Some anim improvements and optimisations
Horse lateral damping back to 3, reduced when skidding
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WIP reload rotation fixes
Modify era editor window so you can select an era and see what items are blocked
- default is "none", will show orange for unassigned items
- selecting "primitive" will show red for blocked items
Bugfix: no more duplicate players when playing a client demo on server-editor
Now there's an issue with disconnecting/destryoed players - about 8 NREs about acessing something dead during BasePlayer.ServerCycle
Tests: played the same demo - max players was 20 instead of 1k
Climate update (copying temperate parameters to jungle)
RustNative update (jungle biome has forest topology everywhere)
Update: properly initialize players when playing a client-demo in server-editor
- Also log when creating a main player
- Report kick reasons as errors
No more unexpected kicks for players. But, looks like we're duplicating players - by the end of playback we had 1k players, which is much more than I expected
Tests: played back the same demo to completion, accumulated errors are only related to some invalid packets that we don't care about (like Voice)
TerrainConfig update (copying temperate parameters to jungle)
Sorted most other issues, just left with reload
RustNative update (jungle biome baseline)
Update: Server-editor is able to see ticks from the player when playing a client-demo
- now also handling flag messages
- skip server demos and warn user that it's not supported for now
There are a couple things left to investigate and validate - why the kicks happening for being under terrain, whether I can restore full initialization flow
Tests: ran the same demo, was able to verify that main player is identified and it's tick history is being stepped through
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Removed logs in legs animator
Comments
Added LODs for jungle floor pieces
exported updated vm minicrossbow anims
merge from primitive -> aux2
merge from primitive_gm -> primitive
Fix compile error from using statement creeping in
Removed the old old horses population (the non ridable one), was set to 0 and unused
Fixed admire mask again to ensure state is retained whilst not overriding strings
Switched population to use the new horse prefab
Ranches as well
Same treatment for deploy mask
Ensured idle animation mask includes all hand movements
- Fixed broken masks causing jaggy arrows
- Ensured additive layer behaves itself
- Stopped double start of the reload animation
Reverted MenuUI.Options prefab to
109385
Codegen, manifest
Converted the environment volume depth pass to use the CommandBufferManager system. Also added support for viewing the effect outside of playmode both in the game and scene views
Reduce horse skidding sound volume