116,111 Commits over 3,959 Days - 1.22cph!
SiegeHarnessRope material setup
Tweaks to tow anchor points in testridablehorse to line up with the knots
Added updated siege harness art to testridablehorse
Merge from midi_multi_command
Midi convar bindings now support the ; syntax (like binds) to allow multiple commands to be run per cycle
Merge from Knight Armour DLC
Added a button to update the skin list from the skin inspector rather than having to open the menu
Set up skin assets for knight armour
Merge from train_tunnel_altitude_2
Fixed terrain around train tunnel above / below ground connection
support uv2 for emission and detail layer on Rust/Standard
- Hopper mesh + texture updates
Fix broken reload timings
linked wooden arrows and arrow heads to mini crossbow wm in entity prefab and updated anims
Added test clothing items with differing amounts of armor slots.
Added test leather and metal inserts with differening stats.
Ballista things/progress backup
Include armor inserts in armor info UI stats
updated mini crossbow 3p anims and edited skinning on gun rig
Add primitive version of T1 tech tree, except satchel is missing (as an example)
Mark existing tech trees as the unknown era
Add support for a different tech tree for primitive gamemode
adobe folder structure fixes
Restored standing anim when pressing ctrl
Code cleanup, naming
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Horse prevent movement collider ignores the physics debris layer (dropped items)
Bugfix: more NRE reductions in server-demo
- Skip VoiceData and other messages that we can't support in editor environment (or don't want to)
- Properly "disconnect" player when entity is being destroyed
- "shutdown" the demo server when at the end of the demo to avoid unnecessary replication attempts/NREs
This brings down NRE count during playback and shutdown from 40+ down to 4. Next up need to figure out if Tick processing works correctly (it ticks, but main player doesn't move).
Tests: played back the same client demo, saaw the reduction in errors
Added Viewmodel Renderers to arm and arrow parts
Fixed horse saddle stack sizes
Remove start and end duration on fractional reload
Removed RidableHorseAudio logs
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Adding extra bones to knight armour for burst cloth test
using pooled lists for disabling client/server collider interaction in-editor
Fix onkilled/ondied after merge
First pass on a new type of NPC that has a generic list of missions
Conversation screen automatically populates at runtime, bypassing the need to create custom conversations for each mission
Autofill icon fields, autofill translation token fields when making new objectives
Added the ability for a mission to override the contents of a container spawned for a mission (so we can reuse a few containers instead of making new ones for each mission)
Missions now autoconfigure a heap of fields when created with the CreateAsset tool (shortname, translation tokens, id's, effects, registers with MissionManifest)
Cuts out around 7 clicks when creating a mission from scratch
Tweaked catapult constructable colliders to prevent player from getting stuck when building it
Fixed catapult colliders scale