115,513 Commits over 3,959 Days - 1.22cph!
Add primitive server browser tag
Fix existing gamemode tags not appearing to work
exported tiger swipe at fire anim
Fix ferry terminal train tunnels always being blocked off instead of only being blocked when underground trains is disabled
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Submitting scaled down ballista weapon rig
merge from primitive/gameplay
techtree 2 progression
gate workbench 3 (for now)
merge from primitive -> primitive_gm
Fix T2 tech tree appearing twice
added new mount art for static ballista
Fixed ram lighting enabled state not looking quite right.
reset horse spine local pos after ragdolling so it doesn't occassionaly turn into an accordion
Editorconfig updates (end_of_line = lf, insert_final_newline = true, resharper_csharp_wrap_lines = false)
Fix oversight in aim time calculation
Fix tiger thinking someone is always aiming at him
- Code cleanup
- Can pickup hive if theres no honeycomb left inside (you lose the bees inside on pickup)
Merge from multi_auth_radius
Add authradius_radius and deauthradius_radius.
Eg "authradius_radius 5 5" to auth everyone within 5 units (of the command issuer) on all entities within 5 units of the command issuer.
- Added honeycomb
- Beehive now stores items (honeyomb)
- Beehives generate more honeycomb the more bees are inside
- Bee's wont generate unless theres some initial honeycomb inside the hive
Fix baseEntity.query returning client entities in editor
Added depth checks when writing to the Additional Flags buffer in the GBuffer pass
Update: ServerDemoPlayer - automatically validate the demo offsets if debug.json is available
Tests: Recorded a single player session on craggy - no reported errors.
adobe wall and gate bug fixes. frontier wall and gate gibs and lods.
Restrict shotgun ammo types
Restrict SAM ammo
T2 Techtree progression
further ragdoll tweaks
- larger colliders
- more aggressive ragdolling end thresholds
- don't apply as much velocity when starting ragdoll from the initial pose
Update: FullServerDemos - add basic debug json packet logging
I confirmed that my packet reconstruction goes wrong at some point, so now need this to help track down what logic is borked.
Tests: recorded a short demo on craggy - got a valid debug json
Swapped beehive prefab over to using new blockout
T1 Tech tree, relatively unchanged
Tweaked siege weapon constructables deploy volumes
Siege Weapons weaker to fire type damage
Siege vehicles crafting cost basic pass
Metal Facemask and chest prim locked
exported tiger prowl low/idle anims
Remove unused tiger state, and fix NRE when no corpse is assigned (tiger will just disappear on death until we make a corpse for it)
Added GetRedirectHealthInfo in BaseCombatEntity, allows us to show another BaseCombatEntity health when being looked at
BallistaGun shows the health of the vehicle
Horse temp ragdoll shows the health of the horse
merge from med ak skin branch
Add counter to blackboard
When the tiger is sneaking, it will flee if aimed at from far enough, but charge if it's close
Merge from train_tunnel_altitude_2
Added ApplyEnvironmentVolumeChecks to SpawnHandler
Added EnvironmentVolumeCheck component to divesites
don't let ragdoll test convar try and ragdoll a client entity
Updated mounted ballista and ballista name and shortname
Manifest
merge from primitive/deployable_ballista