115,464 Commits over 3,959 Days - 1.22cph!
Merge from media_projects
split the magazine from the rifle for the world model
`▄▍▄▌▊.▇▄▅_▅▍▄█_▊▉▍▉▄▊` ▆▅▉ ▊▋▉▍▆▆▆▄ ▅▅▆▊▌▆ ▍▉▆▌▌ ▊▄▇▄▊ - ▊▇▌▄▊▌▊▌ ▇▊▇-▆▉▌█▄ ▌▅▍▌▋▋▋ ▇▍▄▋▋ `██▉▇▋.▍▇▍_█▅▇▇_▉█▇▆▌▋` ▄▇ █ ▋▌▍▇▅▌ ▍▊ ▉▅▉
▉▊▇▊▆ █▊▊▄▉ ▇▊ ▍▍▆▍▊ ▄▆▋██▉ ▆▌▊▇ ▊▋▇▋▄▆▌▌▍▋▉ ▋▆ ▍▋▋▌▄.▋▄
▍▋▆▍▌▌▆▅▊ █▅▆▌█ ▅▄▇▆ ▅▊▄ ▊▄▅▉ ▋▌▋▍▍▊ ▆▄▋▌▌▆▉▆▉ ▊▍▄▉
Hammerhead bolt, does explosion damage to doors only
Hitting players will temp ragdoll them
Reverted BaseEntity.Parenting change from
111863, not intended
Ballista incendiary bolt now creates a world model on impact
BasePlayer-Projectile: on impact, we now create the projectile world model before running the projectile item mods
Fixes projectiles world model asserting when trying to parent themselves to a destroyed entity (a fire arrow landing on a twig wall for example, the radial damage mod was destroying the wall)
Copied spine avatar settings from main
Restore `ScreenText` functionality. FastDDraw has reached feature parity with DDraw. 🎉
Revert 'rock formation huge e' materials back to what they should be
Fix head pop, but had to disable the head look, need to find a way to order proc anim on spine and neck properly
Incendiary bolt, doesnt spawn its world model on impact for now
Fixed siege tower projectile and projectile scale issues (wrong hashes being generated due to duplicate names even though they had different parents)
Wrote scripts for:
- Resetting box collider transform but retaining position in centre & bounds of the collider itself
- Resetting box collider scale but retaining position in centre & bounds of the collider itself
- Resetting box collider rotation but retaining position in centre & bounds of the collider itself
detatch tow when horse swims
Added walking bee model, textures and materials
natural beehive
world model LODs
materials and textures
Replaced old camera-based environment volume indirect lighting code with new spatial version
Add proc anim to croc tail
merge from primitive/gameplay
Re-added debug capsule rendering 💊
Initial single plant pot setup
Era restrict nail gun, pistrol ammo, revolver and waterpipe shot gun - Removed from primative gamemode
Conform crocodile x-axis (roll) rotation to slopes, as even though it looks odd with tall animals it looks natural for them
Ballista projectile refactor, we now use the Projectile class (wip)
Pitchfork tweaks
renamed unclear player ragdoll param force->velocityOverride
* Fix text rendering by converting LineStrip topology to Lines
* Allow world-positioned but screen-aligned text like DDraw.Text
* Implement distance fade effect
fixed BillBTestMap
- got rid of old mockup towables
- painted ocean topology on bring the water back
Made the deferred decals work with the new environment volume system
Merge main into spatially_aware_env_volumes
▊▇▅▄▊▍▅ ▄▋▌ ▌▉▇▆▍▄ ▌█▊▍▉▍ ▊▉▄▊▊ ▄█▌▍ █▉▇ ▆▇▌▇▊▋ ▊▇▄▆ ▍▌▍▌▅▊▌▉▆.
Fixed bottom siege tower drawbridge not having sound
Capture shadow mode setting
Minicrossbow ClientInit NRE fix
Subtracting previous shoreVector fuckery
Fixed TerrainTexturing.Instance not being updated in Setup()