108,166 Commits over 3,867 Days - 1.17cph!
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- editor queue simulator fully working.
merge from world_update_2
update defaults, ExecuteInEditMode, weather viewer
Merge from ai_wolf_iteration
Fix wolf chasing its own tail
Fix a lot of the wolves state incorrectly returning base.OnStateEnter() from OnStateUpdate, causing a lot of weird behaviour
Merge from ai_wolf_iteration
- added steam rich presence for waiting in queue and connecting to a server
- basic tracking of queue wait times and status
- take sun and ambient colors from proper TOD scattering components
- make sunset/sunrise lighting on clouds MUCH prettier
cape balance
mummy + frankenstein mask loot tables
- Viewmodel animation updates
- Added show bullet mesh states to animator
- Reduced rotation sway to fix arm clipping issues
Make fsm declaration syntax more compact, fix scientist death
Update scientist FSM to new system
Fix scientist spinning when coming to a stop
Fix scientist not moving (merge)
Fix compile errors from merge
Minor cleanup and code move
- Code cleanup.
- Added metrics.
Added fake physics rope to use for towing: puts a rational bezier curve along a line renderer.
Added support for some fake wind and sway.
Update: changing starting scene to be Bootstrap when running a perf test
- Also removed direct world setup settings modification, instead pushing them to global World static params
We have to go via Bootstrap because that's what initializes global systems. Will need to massage platform-specific transition logic to account for perf testing workflow (need to support CLIENT+SERVER flow).
Tests: Test player fails because of CWD, but if I run TestPlayer manually it boots and loads to main menu, so I count it as pass-ish
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Update: Symlink assetbundles on test player build
Tests: ran the test, validated that they got symlinked to expected path (but there are other issues, investigating)
Ensure ride horse shows up higher in menu before towing options
Changed towing/detaching to be menu items on the horse rather than automatic/keybinds
pivot work on battering ram wheel
BC: separated origin adjustments between crawling and incapacitated wounded states
- stop cloth getting caught around the head when incapacitated, while trying to minimize clipping (local gravity towards feet rather than orientating to world gravity)
Added a system to show different gameobject based on whats loaded in the ballista magazine
Set up a different placeholder model for each spear ammo item
Fixed some client loading issue
battering ram shell temp preview
Update: Sneak in console cmds via command line
Need a better way in the future, but for now this should allow to control test conditions.
Tests: none (need to fix assetbundle copying first), though validated it sohuld work by reading through code
Added a power bar to show the ballista reload progress
Fixed issues when reloading with no compatible ammo in your inventory
Code cleanup
Merge from ai_wolf_iteration
Merge: from main
Tests: none
Merge: from main
Tests: none
Added Ballista item and constructable prefabs