114,294 Commits over 3,959 Days - 1.20cph!
Update: Putting in a skeleton of logic for Parallel update
- Duplicated BasePlayer.ServerUpdate and FinalizeMove - rewrote to work on a list of players
- Added `server.useplayerupdatejobs` to control whether to use parallel or serial processing of players, default to off
New code doesn't really do much, just organized in a way to start working on parallel bits. I feel like I'm about to depart on a year-long journey into the jungle.
Tests: compiled in editor in SERVER-CLIENT mode
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merge from primitive/deployable_ammo
Fixed explosion effects spawning twice
Offset the explosive effect spawn point a lil bit to reduce clipping
Adjusted flammable ammo effect rotation
Polished explosive bomb effects, added fuse sound
Fixing outbreak scientist wearable
setup buoyancy on player temp-ragdoll (requires scaling due to increased gravity, higher water drag to not let you skim the player like a stone)
- fixed ragdoll setup to mark the prefab as dirty
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Flammable ammo now use the catapult fire effect when lit
Fixed ignite sound not playing
Improved Siege Tower Colliders
Fixed propane bombs not deployable on roofs
Physics materials
Fixed deployable explosives short culling distance
merge from primitive/bikes_damage_tweaks
Motobikes and bicycles damage balance pass following temp ragdoll implementationg:
- vehicle and player take less damage from collisions overall
- temp ragdoll initial velocity is now defined by GetMountRagdollVelocity, like for horses
Fix? 3p pies anim import weirdness
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Refactor tiger perception of being watched, to allow them to know how long they were not watched
Assign hold anim override
Fix return from aim frame range to remove glitching.
Update anim controller for smoother/less delayed return on aim release.
Assign a temp pie impact effect to prevent NRE
Add support for throwing individual items in a stack instead of the entire stack.
Setup pie anim controller to return to deploy after throw.
Make the tiger sneak faster when fully in its prey's back
Update: ServerDemoPlayer - use time as progress indicator, instead of bytes of stream consumed
- Also removed a couple TODOs that are either done or decided to drop
In the previous version there would be no progress report until the next timestamped messages was reached - this is confusing UX.
Tests: played back the demo where I connect 15 seconds in, causing a jump from 0% to 18% progress. Now it's gradual.
Minicrossbow placed in an auto turret now shows fire arrows
Merge from train_tunnel_altitude_2
Fixed more cases of some underground train tunnel triggers sticking out of terrain
Setup leard armor insert worldmodel on the item
merge from primitive -> aux2
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Cherrypick CS
112520 (fix_catfish_primitive_items)
Cherrypick
112514 "fix_metal_detector_no_loot"
updated .worldmodelprefab and fbx
lead armour plate model
world model lods, materials and textures
setup .worlmodel prefab
Better throw event timing in anim
Throw anim frame mismatch fix