108,155 Commits over 3,867 Days - 1.17cph!
Added temporary rope material
Reduced thickness of tow rope, as well as ampliitude of wind
Fix for hands clipping through glove mesh in:
Burlap Gloves
TacticalGloves
LeatherGloves
NinjaSuit
Optim: Remove editor-only per-decal Update callback
- They've all been consolidated to DeferredDecalRenrerer by tracking Undo history changes
This saves about 1.5ms during Update stage (in reality it's a bit less because of profiling overhead).
Tests: On Craggy ran around and validated I could still see footprints. Spawned them manually and tweaked settings and moved it's placement(ok) - trying to delete placed decal starts an exception loop(pre-existing bug, will fix next)
Use cliententities rather than serverentities to find other towing visuals
merge from qol_map_marker_num -> main
Fix wolves not stopping when ai.move is set to false while the server is running
Added Catapult Explosive Ammo FBX, Materials, Textures
Setup Basic Catapult Explosive Ammo Prefab
Re-setup catapult for towing visuals
cherrypicking
106676 diversuit cape hack
106706 wearables do proper bone retargetting in the skin viewer
- fixes issues with dracula cape bones not retargetting and extending the render bounds by an insane amount (appearing invisible)
106739
siege_weapons -> siege_weapons/visual_towing
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Replaced small rock formations in the world setup
timed_explosive_hit_normal -> main
timed_explosive_hit_normal -> main
Flip if statement to use checkbox first (prevents a .HasValue() call unless matches normal is actually on)
Cache hit normal on projectile impact. Try and use this hit normal should it be valid and explosionMatchesNormal is ticked
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deleted unused model prefabs
Organised TimedExplosive's 200 properties into some groups to split up a wall of text in editor (rip muscle memory)
npc_spawn_on_cargo_fix -> main
Handle cargo switch off in npc spawner rather than cargo. Ensures more consistent behaviour
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Easier to target catapult ammo storage
Increased reload time
Merge: from main
Tests: none (trivial merge)
Improved catapult deployable prefab sockets
Easier to deploy on uneven terrain
Merge: from vehicle_optims
Saves 0.5ms on a 6k world by avoiding iterating over unmounted mountables
Tests: On craggy drove a kayak. On 6k world confirmed that the profiling scope shrunk to 0
blocking off large oilrig passage
Merge: from main
Tests: none (trivial merge)
Optim: Avoid trying to sync non-mounted mountables
- Implemented via a mounted-queue that gets populated when a vehicle/animal is mounted
This saves 0.5ms on a 6k world map with no players riding vehicles.
Tests: on Craggy rode a kayak and validated player transform sync was happening via profiler. Loaded 6k world and validated that the original 1.3k item queue was gone.
moved splitter boxes out of the way in excavator
- Make sure to cancel pulling if the pulling player dies or is disconnected
- Additional server side checks
- Added pulling speed modifiers on ballista and siege tower
Decreased catapult fire recoil force when the handbrake is off
merge from siege_weapons/speedmod
Merge from speedmod_cherrypick
Cherry pick
104487 (movement speed phrase)
Setup modifiers on catapult
Merge from speedmod_cherrypick
Don't expire modifiers that have no duration.
Max of one interaction source per modifier type.
wip applying speed modifier to pulling players
Update: Reducing access to BaseMountable internal state
- Mods can workaround by using existing API
Future optim depends on internal state being tightly controlled, so this makes it easier to prove that it'll be safe.
Tests: rode the zipline on craggy
Merge from speedmod_cherrypick
turned wind movement off on LOD1 wall overgrowth
Merge from speedmod_cherrypick