115,667 Commits over 3,959 Days - 1.22cph!
Updated workspace to Unity 2022.3.55f1 (all builds have already been switched over)
Fixing scoop not being skinned on battering ram
merge from primitive -> primitive_gm
updated minicrossbow 3p anims to match viewmodel
Clean: DemoServer - removing custom tick vizualization logic
It should be via IDemoAnalyzers, rather than some randomly sprinkled seasoning
Tests: editor compiled in Server mode
Updated catapult world colliders, tweaked wheels stiffness
Update: ServerDemoPlayer - players now move based on tick history
- Added recording of userIds to full server demos (need to match against players in saves)
- Added a callback for when world loading is done to do any additional logic (in demo case, matching players)
Tests: played back a 30s demo from Craggy
▄▄▋▍▆▌▆ ▇▆▍▉▊▊▋▊▊ ▍▉▋▇▍▍▄▅▍ ▅▅▌█ ▊▆▉ ▍▆▅▍▇▌▌▌▅ ▇▍▉▇▄▊█▊ ▇▉ ▋▊▆▇▄▍ ▉▄▅▊█▍▊▊ ▍▊█▉▋▆ ▅▊▍'▆ ▉▄█▌ ▌█ ▋▆▄▄ ▉▌▊▌▄▍ ▌▋▋▅▊█▆
- Experiments with ballista
- Missing prefabs
Fixed ballista reload end sound not playing
made minicrossbow reload anims quicker, from 97 frames to 70 frames
defer gravity death to avoid immediate component destruction in physics callback
- also fixed drag issue causing inconsistent fall damage in some cases
ragdolls handle fall damage and now properly match the player gravity (catapults use default values still)
Fixed ballista audio, had fun with animation events and cycle offset animation
Updating battering ram rig with new uvs
▊▅▋ ▋▆▇▇▇▌ ▉▋▍▌ ▇▊ ▅▉▅▆▊▆ ▄▊▅▍▆▍█▍ ▉▍▆▍ ▋▅▄▋▅██▋ ▋▉ ▇ ▋█▌ ▅▊▊ ▆▊▅▆▇▉█▉ ▋▍█▌█▇▊▉ ▄▅▅▉▇▇▋▋▌ (█▉▇██ -> █▌▋▆▆▆ -> ▅▋▇▊▊)
Fix tiger anim pops when sleeping and roaming
Moved indirect diffuse and specular lighting to their own fullscreen pass instead of being calculated during the GBuffer pass
Add `delete_populations <name> <name2>` command to delete all entities inside a spawn population
Add `delete_all_populations` to delete all entities inside every spawn population
merge from garage_door_wire_fix
speculative fix for wires going towards origin when placed on garage door after open/close cycle
Increased ballista textures aniso level, less blurry in first person view
primitive -> 4ShotMiniCrossbow
Ballista:
Fixed reloading while aiming feeling choppy
Improved the client prediction
Broke the audio tho, needs more work
Imported Pies World Model FBX
Setup a Basic Pie World Model Prefab
Updated Pie Materials and Increase Pie AO Texture Map
merge from primitive -> aux2
merge from primitive_gm -> primitive
Fix NRE on server startup by removing the balancing of spawn population weights
- trust that the convars will be set early enough in startup
- worst case the weights will even themselves out as players consume resources
merge from primitive -> primitive_gm
Remove unused max walking speed
- Cleaned up siege tower ramp colliders
- Ensured transition onto siege tower ramp and into the door are smooth
Added tiling reinforced glass material. Removed baked AO from battering ram door.
Update: ServerDemoPlayer - now loads a save associated with the chunk
Doesn't actually move the player entity, but it's there. Will investigate what I'm missing next.
Tests: played back demo, saw logs confirming spawning of 330 entities from save, and saw player entity in the world.
Rotated Crossbow worldmodel again
Bugfix: FullDemoServer - properly drop packets that were recorded before initial world save
Still not sure if it's the best option, as I worry we might miss a couple packets. Alternatively could just clamp timestamp to 0.
Tests: Played back the server demo - managed a full playback(previously it was stuck at start)
Added right click method to print out npc vending orders into a nice text format
Ensured the rest of the siege towers are in the correct bundle
Ensured siege tower is in the correct content bundle
Added missing label to siege tower (was preventing it from being picked up on manifest build)
Updating battering ram hardware rig
Added separate reflection modulation support to the environment volumes
Add placeholder sounds for the tiger
Update: SaveRestore - separate save-to-stream processing from main loop
- Done every end of frame
This made it problematic in editor, as our regular saving loop is disabled by default in editor.
Tests: recorded full server demo with 1 min chunks - saw the saves being generated for each chunk