116,001 Commits over 3,959 Days - 1.22cph!
Merge from fridge_changes
Remove all mixing references in the cooking UI
Setup new cooking workbench
Add new recipe list
Add chicken pie test item
S2P stables A and B
Fixes old horses still spawning in ranches
Fixed swimming not retrograding gates
Improved buoyancy
Better bounds padding handling for shields (have to artifically inflate the padding for bots)
Model x Materials setup script
Fixed a slight visual movement when switching between shields that share the same animator controller
- put ranges on noise gen params
- add ground albedo parameter
- test different way of combining noises for weather
- First pass on multiswap arrow heads
- Disable arrow movement in shoot states and just turn it off when shooting
- Change which arrows are turned on/off in each state
Catapult projectile orientation fun WIP.
Update: DemoServer - spawn entities with the right initial flags
Turns out I had doors in a base to be closed on spawn, leading to tick violations - this fixes it. There's more violations to go.
Tests: Played the demo, checked that the relevant door is now open.
Fireball small prefab update.
Manually updated Fireball_Small to be like the updated one on the unmerged new-explosion branch, as the old one looked really out of place in this context.
Merge from /main/indirect_instancing
Made indirect instancing system toggleable via ConVar indirect_instancing.enable and disabled by default
Fixed a bug collecting wrong statistics about unsupported shaders
Added jungle tree spawners to spawn.procmap.v3
Created spawn settings for jungle trees and added them to the jungle biome
Removed jungle biome from temp_forest spawn settings
Tweaked jungle tree prefabs to LOD better
At the end of reloading, play back to idle animation (reload_end)
Moved the skidding to CTRL
Double tap CTRL to stand
Block movements when standing
Some initial balance work (subject to change):
Stats are similar to the bow, but slightly less range
Regular Crossbow is still better overall (more effective long range and fires further)
GenerateDungeonGrid stays within terrain bounds
- Move bolt joints forward
- Setup more masks on idle animations
- Added view model renderers to the new skinned arrows
- FIxed NRE
removed linked arrow meshes from minicrossbow viewmodel prefab
Lot of improvements on horse head motion
removed wip files, added game meshes, correct textures
Updated presets UI and defaults to match reworked names
Fixed static workbenches not having primitive version of tech tree attached to them
Update: DemoServer - hook up metabolism and make every player invincible
I thought metabolism would fix the drowning of main player, but the recording info contains empty oxygen. Instead, we treat every player as invincible unless there's a replication message to destroy them.
Tests: Played the demo till the end - no more logs on main player drowning
Move a bunch of settings to graphics convar space to help with compat.
Updated related code and presets to match.
exported mini crossbow rig with the arrow meshes skinned and anims updated
- Hopper gibs
- Barrel socket adjustment
- LOD distances
merge from qol_horse_comfort_increase -> main
Enable horse comfort only on campfire prefabs
- campfire
- skull firepit
- cursed cauldron