108,181 Commits over 3,867 Days - 1.17cph!
Bugfix: TreeToolRenderer can render on editor start
- Replaced sceneOpened with activeSceneChangedInEditMode, as former didn't react to boot process changing scenes
Tests: closed editor and reopened, trees started to render
Merge: from main
Tests: none (trivial merge)
Merge from corrupt_prefab_handling
Added "Tools/Find/Corrupt prefabs" to easily catch merge issues, scans entire project for prefabs that haven't been imported correctly
Takes about 5s to scan whole project
Catches kayak issue from earlier in the week and another UI prefab issue
reduced wind shader values on GhostSheet material
Added warming and cooling player modifiers, separately so that they can be combined.
Added phrases.
Metabolism coretemp now includes core temp adjustment from warming/cooling modifiers.
Add extra box collider to deployed camera too since it was only taking damage from the base stand of the camera
Disable deployed cameras from being disabled while shot
Add extra collider to static CCTV camera so it can be shot better
- add static effect to the camera prefab itself
Disable static CCTV cameras in monuments when they take damage
- default duration 5 minutes (convar `camera_disable_seconds`)
- 95% static effect when disabled
- can still hear audio when camera is disabled
- static effect around camera when disabled
Removed old/outdated pose files
Merge from brzone-blending -> main
Prefab application & fixes.
Cleaned up all rock formation meshes / better LOD distances for large variants / added shadow proxies / baked normals for LOD3 and LOD4
Battering ram client steering, brake and throttle client inputs
Engine audio baseline
Merge from copypaste -> main
add cinematic tool to unify layers of renderables near a light source
allows for a light source to be isolated to just the player, for example, while staying under the max number of excluded layers
Finalized & prefabbed wall mediums and large.
Add ability to snap pasted entities to the terrain
- will search based on foundations only
- snap entire build to single height even if it overhangs the ledge
- convar is `paste_snap_terrain`
- can use `paste_height_offset` to control height offset after paste
Add more filters
- `paste_deployables`
- `paste_building_only` (only building blocks)
- `paste_foundations_only`
Add `copybuilding`
- will copy every building block & decay entity of the base you are looking at
- won't copy non-decay entities
Battering ram attack interaction moved to a world button
exported edited viewmodel metal shield animations
Created simple vehicle system. This is a wrapper around the original VehicleVisuals system which allows quick creation of vehicle wheel movement without immense boilerplate.
Update: TreeToolRenderer tracks everything via a dictionary instead of a list
- Also track trees that are roots of scene(helps with domain reloads)
This'll avoid stutters in large monuments with a lot of pre-placed trees.
Tests: in swamp_a spawned a tree, triggered domain reload, and was able to see prefab changes afterwards
Try/catch LifeInfographics method that iterates over every entity in the project so it can gracefully handle corrupt prefabs (and print out the name of the corrupt prefab)
Bugfix: Don't allow TreeToolRenderer to react to changes of existing trees in wrong scenes
Tests: opened craggy, add a tree and tried to change prefab - nothing happened.
Restored battering ram animations
Moved the existing models into a placeholder folder
exported edited 3p shield idle pose anim
Restored battering ram model position
Update: TreeToolRenderer can visualize newly created trees
- Also added tracking for the active scene, to avoid letting TreeToolRenderer running on the wrong/unsupported scene
Tests: added a new tree to swamp_a. Switchet to Craggy, tried the same - didn't get visualized. Went back to swamp_a and added a tree - all good.
Ballista reloading fixes and cleanup
player animator update plus idle pose
Snakes now slowly turn to face in-range players.
Client-only visual triggers, notifications and optimisations.
updated holster position for metal shield
Added a very first pass of door controller tests using copypaste to load pre-built circuits
▋▋▄▌ ▄▍███▋▋▋▉▊██▇█▋▅ ▋▋█▇▌▍▅▉. ▍▇▍▄ ▆▊▍▅▌▋▆▍ ▆▅▊▊▅█▌.▊▊▄▆ ▅▅▍▅▄ ▇▋▍▅ ▌▍ █▅▌▋█▌▋▆ ▉▉▅▌ ▍▉▄▋▅█ ▄▉▍ ▍▄▌▌▇▉▌▌ ▄▌▅▅▇ ▋▉ ▌▇▍ ▍▌▇█▊▍
Add `downloadpaste <url> <name>` command
- default to using the filename in the url
- can override name if it is going to overwrite the paste
Add `renamepaste <old> <new>` and `deletepaste <name>` commands
- allows you to rename pastes after you download or want to reorganize
- can delete if needed too
Add `upgrade_looking` and `skin_looking` commands
- same as `upgrade_radius` command but uses the base you are looking at instead of a radius around you
- easier way to upgrades in front of you
- will only search directly attached building blocks, won't handle external TCs
- add `GamePhyics.TraceEntity()` method to handle raycasting entities in editor and ignoring server / client entities
Update: TreeToolRenderer can track modifications to existing trees
- replaces previously half-working OnToolGUI
Tests: on swamp_a, modified tree's prefab - saw visuals change
file naming and organising
Rock - Override controller updated to use v3 anims
Clean: remove unnecessary event callback for TreeToolRenderer
Tests: reopened swamp_a
assigned shield 3p anims on player animation controller and edited metal shield position in its entity
Bugfix: Restoring kayak to version from
105500
It got missmerged into nothing(empty prefab), even though it should've automerged
Tests: Spawned it on craggy and got in on the front seat. No exceptions during loading or spawning.