115,606 Commits over 3,959 Days - 1.22cph!
Changed how the No Sunlight flag was being set for environment volumes to fix an issue with material types
Mark DamageTracker `public` (again 🙄)
edited vm minicrossbow rotation curves on viewmodel prefab and updated wonky strings on strings pulled back idle
Mark DamageTracker `public`
Added static ballista deployable, without the wheeled base (wip)
Renamed ballista vehicle to "Mounted Ballista"
Removed Update Game Manifest (Fast) since it's bullshit
Renamed Update Game Manifest to Update Game Manifest (Unoptimized)
Cherry-pick MemoryBlock, AllocatingMemoryBlock and DamageTracker to be used in FastDebugDraw
(Add) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused. In a different directory this time, so Plastic may allow me to cherry-pick, please.
(Remove) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused. In a different directory this time, so Plastic may allow me to cherry-pick, please.
added old critter models/materials for examples and cherry picked to updated main - branching off to critters2
FastDebugDraw WIP with fucking new files
Correct tiger push direction
Add Assets/Scripts/Rendering/Instancing/Indirect directory, hoping that Plastic shuts up about stupid directory conflicts
(Add) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
(Remove) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
Battering ram back door effects
Added a new layer for visual wheels, we were using the server layer Vehicle World instead of Vehicle Detailed
A visual wheel can't hit its owner colliders
- Ballista Mount blockout
Catapult ammo stacks to 4
Catapult explosive ammo damage reduction - back to 4 hits to break stone walls
Catapult explosive ammo cost reduction
Subject to change pending further testing
exported updated tiger tree test anims
▍▄▉▇▄▅▄ ▇▇▆▄▉ ▅▍▋ ▇▍ ▍█▍▉█▌▄▊▅ █▅▉▉▋ ▄▋▇▍ ▆▋▊▆▉▇ ▍▌▊▉▇▍▌ (!)
ScriptableWorldConfig are now inside a Resources folder and loaded with Resources.LoadAll
The problem in the original implementation is that it would have needed explicit bundle assignment, as nothing was referencing those assets in order to pull them into a bundle, this feels more robust and mirrors what we do in other places (like GameModeManifest)
Hopefully fix shields in a build
Added TweakGraphicsPresetsUI as a derived class of TweakUIPresetSelect to allow for more specific code.
Reapplied config.
- LODs adjustments and bolt fix
Removed generate_oil_rigs convars since it was added to the wrong script (PlaceMonuments vs. PlaceMonumentsOffshore)
manifest - restore prefabs/autospawn/monument/medium/compound.prefab
removed temporary prefab now that we have final prefabs
adobe gate/wall item definitions
final prefabs for Adobe gate and wall
Added a screenshake and camera recoil to the local player when hit while blocking
Battering ram metal impact
Battering ram engine exhaust effet
Horse: make sure to damage all mounted players when doing the collision damage
Setup prefab information
Flip the shield raise progress bar so it starts full and lowers rather than vice versa
Shield can now only be raised for a maximum of 4 seconds
However long the shield is raised the player then has to wait that long until they can raise the shield again
Shield can be raised for a minimum of 1s (ie. if a player taps RMB, the shield will do a 1s hold and then have a 1s delay before it can be used again)
Communicated via the on screen progress bar (aka compound bow)
Fixed player floating above ground when rotating the ballista
Player follows the ground level
Better clipping checks
merge from primitive -> aux2
Yet another try catch that needs to throw it's exception instead of logging during GenerateManifest