108,632 Commits over 3,867 Days - 1.17cph!
Collision damage tuning, stop dying to every little thing
Bike power edit + steering edit
fixed left rear indicator on lod1, tweaked rear taillights emissive colour on material, brakes are broken again
positioned rightiside screen and keypad correctly
One weird trick to improve bike jitter (lock z rotation) + additional tweaks
lods, emissive on atlassed lods 3 and 4, trying to get lights working
Merged Travelling Vendor -> Main
Brought back 4 wheel braking
Minor code cleanup
Tree kill fixed
Vendor now destroys any builldings on the road. Won't affect normal gameplay, but will allow it to work on modded servers that allow building placement on roads.
Remove PedalTrike kickstand
Exhaust FX change. Show some exhaust FX all the time
- Removed overengineered steering system. Pure pursuit seems to be the GOAT
- Look ahead multiple points rather than just 1
- Removed excess logs
added license plate props. more fixes to storage warehouse.
merge from runtime_profiling_entity_csv -> main
Enable waiting again - oops!
Clear material properties block before setting colour
Switch from multiple bools for tracking invokes to a single int
0 = off
1 = total execution of invokes per frame
2 = execution time per type of invoke per frame
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Reimplement detailed entity profiling that was lost instead of stashed
Change to single int to describe entity profiling mode
0 = off
1 = count spawned per frame
2 = count per type of entity spawned per frame
3 = count per type of entity across server every 5 minutes
Reset all profiling measurements on the first frame profiling is enabled
- fixes some stats counting incredibly high
vm frontier hatchet - added bones for beads & tassel
additional profiling, a few quick wins on performance
Added "Secondary Detail Layer" to standard terrain blend shader
player update. 3p kayak anims updated
Added "Blend Detail" option to terrain layer to switch between "Terrain Height" (default) and "Surface Normal" detail sources
Merge Travelling Vendor -> Main
Fixed wheel colliders having a slight gap with the ground
initial skinned oni cloth setup for ghostsheet
small perf modifications to oni cloth and initial setup for global solver updater
Merge from qol_building_preview_lerp_snapping -> main
Added "Mask" blend type to terrain blend layer
Removed unused TerrainLayer.cginc
Fixed compile error when using terrain parallax variants
Merged Travelling Vendor -> Main
Merge Travelling Vendor -> Main
Cleanup and missing files
Travelling Vendor~
- Swapped steering over to PID controller
- Fixed wobbly wheels
- Added proper lerping to clientside wheel visuals
- Removed steering deadzone logic
- Changed wheel grip values so it can climb hills
added route to radhouselarge roof
collision and lods for radhouselarge. added radiator prop. added broken glass decal. added new roof.
storage_building_large LODs, Colliders pass, prefab setup
Adjust bike physics and steering, improve jitter and bounce. Not perfect but better. Fixed eye pos not taking up/down look into account.
merge from frontier_hatchet/furTrim branch