114,237 Commits over 3,959 Days - 1.20cph!
Updated avatar source for ak anims
Added debug anim controller for testing raw anims
improved primitive gamemode loot spawns for airdrop/hackable crate
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Ak and sar customspineoffset updates
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track the era in analytics
Add colors in inventory prefab
If there are multiple owners on a single item, show a different color for each owner (rotating through 7 different colors)
Final tweak on the deployed siege explosion effects, to make them behave properly on ground placement.
Jungle ground plant progress / arrowroot
Arrowroot spawn populations
Snappier death anim transition.
Don't continue turning to face player when we're dead.
Delay removing snake when it dies.
Play death anim.
Setup death anim state.
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changed description on Medieval Barricade store item from "Wooden Barricade" to "Barbed Wooden Barricade"
merge from primitive/siegebalance
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- Fixed weird scope scaling on Minicrossbow sights
- Corrected super wide FOV issues with scopes
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Increase health, remove more debug.
Snakes will keep re-attacking on a timer if a player stays in range after triggering the QTE the first time.
Removed log spam.
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- Nucleus amount type set to genetics
- Natural Beehive changes
- Honeycomb changes
- Adjust deployed hive volumes
3p sar anim updates (top spine control set to 50 in rot Y)
ak47 entity spine offset added
changed FOV of turntable prop renders to 20 (much better angle for these)
Bugfix: setup water query params fully
0s are valid, but it caused the sampling positions to lean towards origin
Tests: rerun the WaterLevel tests
added non-skinned knight armour helmet to itempreview prefab only to avoid clipping issue, added new prop render scripts to all itempreview prefabs in medieval folder and tweaked their values for better turntables
Clean: removing unnecessary logging
Tests: none, trivial change
Update: Able to grab WaterInfos as a batch
- Added a test to validate it returns same results as non-batched
- Made sure WaterLevel tests work in an initialized scene
It's not fully converted to a batch - there are a couple calls internally that are yet to be converted (game physics and the like).
Tests: ran the WaterLevel tests
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techtree clean up
Catapult ammo desc update
Continued progress on Ziggurat exterior
better prop render camera angles - need second go after i pull a shelf
Don't allow deployed firebomb to be deployed in water because science
Potential barricade unlock fix
Imported Generic Water Danger Signage Models, Textures
Setup Generic Water Danger Signage Matierials, Prefabs and Fence Prefab Variants
Setup Generic Water Danger Signage Folder Structure
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mini crossbow era override wb2
Era override WB2:
Sewing Kit
Gears
Metal Pipe
Road Signs
Reinforced Glass Window
Armored Passenger Vehicle Module
Armored Cockpit vehicle module
High Quality car parts (Valves, crankshaft, carburetor, spark plugs, pistons
Fix tiger sometimes hovering above ground
Revert tiger atk anim update, old anim seem to work better
Fix tiger taking unrealistically sharp turns at high speed
Better fix for vddraw editor not refreshing viewport, also allow vddraw text to display to logs