108,630 Commits over 3,867 Days - 1.17cph!
only inherit mount velocity on ragdoll
New set of damage and destruction effects to be in line with the other choppers.
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added road rejection to jutting cliffs
Have wolves only fall over on headshots
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Added Note World Model
Imported Note World Model Materials, Model, Textures
Setup Note World Model Prefab, LODS and Colliders
exported wolf run hit left and right animations
Elevator vehicle merge -> main
Increased elevator floor colliders
Hopefully prevent clipping off elevators
extra jutting cliff prefab
Clean: Review Feedback - Part 1
- Make scopes explicit with brackets
- Get rid of System namespace prefix (as we declare that we use System's names)
- Renamed `deepFree` defaulted arg into `freeElements`
- FreeUnmanaged(MemoryStream) no longer sets Position anymore
- Commented the API
Tests: Built C+S target (as it's trivial build-only changes)
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set mount pose to sit _DPV on DPV deployed prefab
Check if refill container move is unsuccessful. Delete to avoid memory leaking
Update: Removing FreeDynamic from Pool
Reimplemented the 2 cases where it's used to work without losing information about the type (so we can use Free instead). This also gets rids of unnecessary allocations.
Tests: Built all targets. Tried to test runtime (2p multipalyer), got confirmation that the server initializes but nothing hits it. In next CL I'll push out a unit test for ServerMgr, since it looks to be possible.
re-enabling animation speeds for DPV
Ignore colliders excluding player movements when running auto crouch
merge from codelock_playerprefs
merge from dome_collider_fixes
merge from industrial_adaptor_movement
merge from SBToolCupboard
adjusted serverside player colliders while ragdolling
crustaceans upscaled and added transparency, fish swim prefabs (unused currently) , barnacles tiling first pass
Industrial storage adaptors no longer block player movement
Merge from block_dof_playback
Added DemoShotPlayback.BlockDofPlayback as a temporary tool to block the depth of field track in a shot
Cleaned out broken shrub prefabs from airfield
Fixed walkways not getting included in HLOD mesh resulting in floating mesh
Fixed a misaligned shadow proxy on wall_plaster_300 prefab
S2P power_sub_big_2, harbor_1, harbor_2, powerplant, trainyard and water treatment
Fixed ladder_prop prefab having a box collider instead of it's mesh collider
Affects dome, wooden cabins b/d/e, lighthouse, water well b/c/d/e
S2P junkyard and launch site as they also used the offending walkway prefab
Fix several walkways at dome using the wrong collider and blocking bullets where they shouldn't
Fixed bike instrument light z-figting