248,649 Commits over 3,928 Days - 2.64cph!
Stripped out the initial towing test code
Ability stacking, can only use the last ability in a row
painting carve radius directly onto the sculpture mesh rather than using a separate hit guide
Instant heal ability, OnCardPlayed event
Horses dung system
Fixed dungTimeScale convar not scaling dung production
Disabled air time temp ragdoll for now
Fix NavmeshGeneration performance regression caused by 51c5e14
Navmesh generator cleanup now runs in parallel
Heightfield span pools are no longer freed after a completed generator run, instead they are returned to the freelist and reused.
Disposing of the generators now waits for all active generator tasks to terminate.
Implement wolf headress effect on wolves
Ability cards working, add immediate reload card w/ ability - need to add ability UI next
Add Scales card that increases gravity
shield 3rd person attack anim split into 3 parts
Merge: from soundmodulator_leak
Fixes an audio-related NRE when performing generic interactions (zipline, bike, etc).
Tests: rode the zipline on Craggy a bunch of times(the whole way and with quick jump-off). Couldn't repro the NRE (though couldn't do it originally anyway)
Bugfix: Avoid double-recycle of sounds when pooling is disabled
- switched to checking recycle time
it used to rely on whether fade modulator was present or not as a flag, which doesn't work when pooling is disabled. And we can double-recycle now via NotifyOnParentDestroying and OnDisable
Tests: none, but super-confident about the theory
Use the correct connection for Card.PlayedBy
Add OnJump event so we can respond to jumps
fixed the meterial issue directly on the subent door prefab as fixing it in the ram itself didn't carry over.
Card scaling test, keep winner across maps
edited wooden shield position in its entity prefab to sit better on the player arm when chunky clothes are equipped
tweaked emissive slightly to be less blown out
Increased deck size to 100
Separate MaxHandSize, so you can draw more than default hand size
Give a card to each player no matter who wins a half, extra card for the loser
Fixed additional jump logic when you don't have the required stats
set base emission to off on christmas lights
Missed Medieval Barricade Texture Files
Updated Medieval Barricade Textures and Materials
Updated Medieval Barricade Model to fix normal errors
Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView (Don't merge this, hacky temp allocation)
Forward+ Decals
* Decals get binned by the lightbinner from OnSceneObjectVisibleInView (all lights should start using this callback too)
* Tiled culling checks decals within each tiles frustum
* Decal::Apply( ... ) is used to mix decal's albedo, normal, etc. into surface
edited clip range for metal shield attack anims and set up the wooden shield animator for melee attacks too
Don't change fire rate on new card
Merge: from main
Tests: none, trivial merge
Bugfix: avoid unlockign semaphore from the wrong thread
If it would time out during the wait period, it would release the semaphore in finally, leading to break of unique ownership promise
Clean: remove ITask inheritance from UploadPerfSnapshot
It used to be a task at the start, but not anymore
Merge from simple_upgrade
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merge ice_sculpture->main (server compile fix)
Merge from ai_wolf_iteration
Fix display info of constructor node result output
ForwardJumpPower uses normalized wish velocity so you can still jump up without being bumped forward
Removed some tilt code, fixes one-card going invisible
merge ice_sculptures->main
Ice shader: change tangent space normal blending to world space, make occlusion map align with normal map sampling, and frost now impacts alpha
Manifest - restore water_treatment_plant_1, stomped in
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