115,447 Commits over 3,959 Days - 1.22cph!
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
rustplayer avatar update (added spine 4 as upper chest)
put original tiger run hit anim back in and edited unity settings for tiger fire and run atk anims
Refactor FastDebugDraw to use the new base classes, fix a bug with lingering instances and add a public API that matches with DDraw.
Pull out base classes for instancing: InstanceMemoryBase, CommandMemoryBase and BufferMemoryBase
Fix primitive tag on loading screen missing blue background
Minor text update, overlapping text still not there in editor, hoping phrases update will fix it
Fixed some inputs being remembered when the player is downed while holding a shield
Avoidance steering input are now sent to clients (so the horse moves its head when avoiding something)
Small optimisations in the horse update rpc
exported tiger prowl/run fire and run to attack anims. updated tiger run hit anim
network++
save++
Staging wipe
Fixed an issue with overlapping environment volumes causing overlapped areas to become darker. Now the darkest volume takes priority.
Weapon racks can now handle items being externally removed (eg due to era enforcement)
Fixed horse sliding mode oscillating too much\
Added a delay on the sliding sound before it can be played again
Removed tree layer from catapult spikes trigger
Tweaked world colliders
Fixed missing DungeonConditionalModel in ferry terminal
merge from primitive/gameplay - contains network protocol
primative techtree t0 and t2 progress
Better horse auto avoidance
Reduced horse velocity when hitting a vehicle
Fix exception when firing guns and not holding a shield
Techtree T0 progression fix
weapons t2
Fix croc sometimes snapping between water surface and water floor
Fixed missing backfaces on battering ram build stage
Fixed Projectile.noheadshots not resetting when a projectile is pooled (old bug, the only issue from this I could find is relatively minor: the parameter could leak from authoritative projectiles into effect projectiles of the same type, causing incorrect visuals for effect projectiles; thankfully it could not leak the other way around)
Moved the reset of some variables from Effect.Init to Effect.Clear to avoid duplicating that code into all Effect.Init overloads
Fixed missing reset of the new distanceOverride in one of the Effect.Init overloads, which caused it to leak from AutoTurret arrows into player arrows
Moved effect projectile gravity bypass to Projectile.noGravity
Updates to jungle prop blockout scale. Work on ziggurat shell and scene.
cherrypicking
110851 Fix heli targeting scientists