115,433 Commits over 3,959 Days - 1.21cph!
Removed unused ballista stuff
merge from primitive -> primitive_gm
Stop effect offsets going crazy when hitting an entity
Tweaks & heavy offset test.
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Incendiary ballista impact fixes.
med ak mag drop model meta update
med ak entity
- setting up anim events & effects for mag drop
- now uses own animator & anims (to call bespoke mag drop anim event)
- name changes to match existing model conventions
- removed unnecessary prefabs
Use log instead of error when long recursion is caught in fsm, and add additional debug information to the message
Various ballista projectile things
Incendiary bolt testing the new hit code (bug: still spawning arrow stuff)
Wheat all growth stages and prefabs
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Continuing work on zigg shell (decals, modeling, vert paintig) WIP
Fix mini crossbow pushing some NREs
Renamed food_pie_generic.viewmodel to food_pie_generic.viewmodel_placeholder to be clear
Add muzzle position to mini crossbow (spawns projectile at the right place 3p)
med ak
- rigged worlmodel, brought mag into file
- initial 3p entity setup
Generic pie entity and VM prefabs.
Pie specific items (chicken as initial test)
exported tiger run to 180 anims so the pelvis follows the root motion joint consistently
Added Two New Catapult Stone Ammo Models
Added A Cluster Model to use in the Catapult Basket
Removed Old Catapult Stone Ammo Textures and Replaced them with a new combined textures
Updated prexisiting prefabs to use new textures.
Hook up new food view model script to placeholder food vm.
Link to food entity.
Some very initial food VM code /setup
Incorrect effects path fix
Use 'UseCustomEffect' instead of is valid check
Added ability to inject custom impact effects
- Supports client predicted effects and server effects
- Supports various types of position offsets
- Supports various types of normal orientation
- Supports overriding returned effect path
Cerry-pick BufferMemoryBase, CommandMemoryBase and InstanceMemoryBase
Added Consume server RPC to food entities.
Inital OnInput for food held entity, trigger eat when you press reload for now.
Don't belt-eat food items that have an item mod and valid entity prefab.
Added BlockBeltSelect virtual check to ItemMod.
Codegen.
Test switching food items.
Added second test food item.
medAssaultRifle 4k cinematic textures and materials
Final refactorings: FastDebugDraw is now InstancedDebugDraw
Added ConVar to switch between old and new system.
Added UnityGLInterceptor as a base to UnityGLEmulator to intercept Unity.GL calls but avoid breaking classic DDraw.
Opted for nested types instead of overly long namespace names.
Exhibit proper resource management in InstancedDebugDraw as well as InstancedDebugMeshGenerator.
Very initial test food vm/held ent setup
- added new flying bee model, texture and material.
- updated walking bee material and textures
- added walking bee VM
View model block out animations for the pie
Fixed junkyard car shredder not displaying any LODS
horse ragdoll passes collision events back to be handled properly as fall damage
sar 3p straight ahead (zero spine rotation) anims
make sure we aren't setting the horse angular velocity when its rigibody is kinematic
Normal variation now scales the legs animator hip blend speed (both on client and server), this helps reducing the brutal hip rotations when riding on uneven terrain
ClientUpdate now packs throttle, steering and avoidance inputs into one byte