108,181 Commits over 3,867 Days - 1.17cph!
more towing strength adjustment
Cancel ballista reloading when unmounting mid-reload
Reduced turning speed
applying horse motion through rigidbody to give more information for joint resolution, also adjusted towing anchor down
Move the shield to the back while reloading a projectile weapon
Can't use the ram without starting the engine
Recache the viewmodel renderers
Added a deploy delay so the player can't block immediately while the deploy anim is playing
Deflated nomad suit viewmodel gloves now the hands can be hidden, fixes clipping issues on gestures
Removed allowedItems list from Mailbox, this list is now in StorageContainer
Better catapult colliders, added lootpanel prefab
Added worldmodel prefab and icon
merge from fix_quarry_animator_lod -> main
added 3p shield impact melee and impact ranged anims to player animation.controller
Added a "Save pose as..." button to the Pose Tool to avoid haing to copy+paste an existing pose and overwrite it
Added Undo support when using the load selection from file button
Fix mining quarry and pumpjack only showing their animation up to 100m away
halved twoing joint break strength
Refactor: Further simple vehicle changes
- Turned SimpleVehicleVisuals into a utility class instead.
- Introduction of SimpleCarVisualsController to handle passing of appropriate settings into VehicleChassisVisuals.
- Setup standard wheel update method. Retained old method of overrides.
Removed some logs in the DuplicateTimeline tool that printed every time the cinematic tool dropdown was opened
LODStripper will now delete any objects with LOD1, LOD2, LOD3 or LOD4 in the name, even if they aren't assigned to a LOD group or RendererLOD
Merge: from remove_editor_update
This shaves off another 5ms from editor update times on 6k world map
Tests: built all modes in editor, tested debug rendering still works on craggy and loaded a 6k proc map and checked profiler
Merge: from main
Tests: built all modes locally
fixed native memory leak in OceanSimulation (only a problem if you're restarting a server in-editor a lot)
Merge from ai_wolf_iteration
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Buildfix: Hide DDraw calls behind CLIENT
Tests: checked all build modes
Update: DDrawAIDataPoints is an editor server var (instead of client)
- Also fixed formatting and borked whitespace on one line
This makes it a bit more consistent with how it's implemented (since ServerMgr executes the drawing).
Tests: On craggy spawned junkpile_j, enabled the flag - debug rendering worked.
Adjusted battering ram and ballista mount positions
Optim: Reimplement AI-Cover/Move-Point debug drawing as a utility function instead of FixedUpdate
- Also now requires both CLIENT+SERVER being active in the editor (as it's part of ServerMgr's FixedUpdate step)
- Will reconcile the client cmd line arg but server logic in next CL
This wins us 5.5ms on 6k procedural map in editor
Tests: loaded a 6k procgen map on 1337 seed and checked the profiled. Tried enabling the debug flag, but it nukes the perf. Tested flag on craggy by spawning junkpile_j - saw the debug graphics.
SimpleVehicleVisuals server compile fix
Merge from ai_wolf_iteration
Make wolf foundation jump more consistent
Added melee and ranged shield impact slots to player model and viewmodel animators
edited shield entity positions so the shields sit correctly in the hands
Can no longer sprint while blocking with a shield
Fixed blocking flag not being applied on server
Battering ram player model IK setup, added placeholder steering wheel
Added ShieldBlocking state to hands layer (inside Idle_StateMachine)
Merge from cctv_shoot_disable -> main
merge from ghost_sheet_fixes
set bike and horse mountables to animate cloth in worldspace
added head/clavicle/neck to ignored bones on ghostsheet to help collision behaviour at some lookangles
Merge: from remove_treeentity_update
This eliminates the many calls of TreeEntity.Update in editor play mode, saves ~16ms on 6k procgen map
Tests: booted editor with swamp_a scene and shut down, booted into craggy then switched to swamp_a, added and moved trees to swamp_a, changed tree prefabs - all cases could see expected visuals.
Fixed hotbar 1-3 inputs not working while the RPS gesture isn't active
Log cleanup
Show different text on computer station when camera is disabled
- "No Signal" = incorrect camera code or camera destroyed
- "Weak Signal" = camera disabled
Using the ram consumes fuel
Added RemoveFuel in IFuelSystem to allow removal of a specified amount of fuel in one go