108,190 Commits over 3,867 Days - 1.17cph!
battering ram update to work in progress visuals
Added gibs to catapult. Changed catapult rust decals mat lookup.
Merge: from main
Tests: none
Double clicking on a selection history entry now calls AssetDatabase.OpenAsset
wip repositioning and convar
Also filter out murderers, scarecrows and zombies on the tutorial island
Don't allow halloween/xmas dungeons to spawn on the tutorial island
Fixed shields not getting properly initialised when using spawn.shielddummy command
Added a damage mitigation factor to all shields, shields will absorb this percentage of damage and then pass the rest of the damage onto the player.
This is applied after the Protection properties are applied, so we can still vary how different shield materials affect damage
Added IReceivePlayerTickListener.
Forward received player ticks to any listeners.
WildLifeHazards can define the button press for avoiding the hazard.
WildiLifeHazards receive the player tick and check for valid input.
Can now succesfully avoid hazards.
WildlifeHazard can now play a sound on trigger.
Hook up placeholder hissing sound for Snake wildlife hazard.
Added SavingReactionTime to WildlifeHazard entities, along with a ReactionTimeMultiplayer server convar.
Hazard effects are now triggered using this delay.
Tons of changes to support working outside of editor
- code assumed only single instance per server
- now store parameters per client in client convars
- made client and server versions of each command
- client commands send parameters to server version
- added filtering for resources + foilage and npcs (default include everything)
- fix point entities not being filtered out
- split code into CLIENT and SERVER regions
Split scarecrow and murderers into different prefabs to properly support the death screen and head bag systems
Updated Scarecrow.Population and the halloween tunnel prefabs to add in the new prefab (weighted 75/25 scarecrow/murderer to match the previous behaviour)
Cleanup
Rename copy -> copybox so it doesn't overlap with client copy
Rename load -> loadpaste to not overlap with other load commands
Setup reinforced wooden shield prefab
Add melee attack state on 3rd person animator
Added admire to viewmodel animator
Added override controllers for each shield viewmodel
Hook up deploy on 3rd person shield layer
Tags applied to items prefabs
Switch default era from None -> Unknown and add new "Any" era so we know what items are explicitly allowed in any era vs unassigned
Add tags for era to item assets
Every item reserialized after adding era field & updating asset tags
Improve item asset tags
- `workbench0` - `workbench3` depending on crafting requirement
- `craftable` for items that are craftable
- {Category}Item for item category (WeaponItem, FunItem, etc)
- `ItemDLC` for items that are dlc
- `ItemRedirect` for items that are redirects of other items
Add era field for items (none, primitive, medieval, frontier & modern)
- items default to "no era"
- items in none will show up in all eras
- items in lower eras will show up in higher eras
- no eras assigned to items yet
WIP support for storing which NPC clothing loadout was active on a corpse, to support more accurate head bags and death screens when killing NPC's that change appearance via loadout (notably arctic scientists and scarecrows/murderers)
Remove QTE specific gameplay code.
Rename functions.
Rename and refactor QTEEntity/SnakeQTEntity to WildlifeHazard/SnakeHazard.
Rename entity prefabs.
Manifest.
Codegen.
Delete QTE folders and restructure.
Delete QTE related UI prefabs and code.
Delete QTE related gesture setup.
merge from Halloween24/ghost_sheet_fixes
- fixed sheet exploding when mounting
- other small config changes to help collision and mounting movement
adjusted some bc config values for max origin delta and collision cast directions
setting length multiplier on ghost sheet BC controllers 1 across all states (stops exploding when mounting)
Fixed viewmodel renderers on non metal shields
▉▉▇▄▉ ▆▄▍▌▉█▅ ▄▍█▉▊▌ ▅▋▉▄▄██▌█ ▄▊▌ ▉▆▊ ▊▅▄▌▍▇▍ ▇▇█▍█▌▉▆ ▆▄▋▍▊▌▄█ █▌▊▋ ▌▍ ▇▍▍▅██▌▇ ▊ ▊█▆█▅ ▉▅▍▉▆▅▋ ▊▄▊▊▋▉ (▊▉▍ ▇▉ ▄▇▄ █▄▇▇▅█▌ ▇▄███▌ :▍)
▍▆▊▌▅ █▉█▊▅▋▇ ▇█▋▍▆▅ ▅▇█▋▍▅▇▅▉ █▇▄ ▆▍▆ ▊▋▄▄▆▅▇ ▉▅▌▌▍▍▆▆ ▅▌▊█▍▊▌▆ ▇▉▉▍ ▌▅ ▅▊▍▋▄▋▊▋ ▌ ▍▄▋▌▇ ▌▄▅▇▍▇▆ ██▋▄▉▋ (▉▊▉ ▋▅▉▇▄▆▍ ▆▌█▉█▄▊ █▅▌▉▇ ▆▇ ▅▄█▌▊▆▅ ▊▉▄ ▄▄▇▅▌▆█▇▊/▅▍██▋▌█▋▇ ▍▋▅▆▇▅▉)
Disable shield collider while the shield is on the players back
Added support for multiple record modes: FrameInterval or Manual.
Automate timeline playback, start recording and then end recording after timeline has finished.
OnComplete now triggers after playback has finished, so we correctly pop up the output folder etc.
Can now specify an initial timeline playback start time.
Fix copy paste
- now remaps every type of network id, fixing storage entities
- fixed building ID not being reset for new pastes
- refactored pasting code so it more closely resembles SaveRestore.Load()
- fixed rotation of pastes not always working
- save entities in order of network id so the pasting is more deterministic
- removed saving of entity ids in pastes because it's not needed
- change paste directory from EntityCopies -> copypaste
HLOD now immediately resolves when the player finishes loading
removed the metal shield skin from rig then linked the v_shield to the weapon rootbone in the prefab.
Timeline playback/record initial test
Show the loading screen before teleporting the player rather than after, should fix players seeing the halloween/xmas dungeon as it loads in