108,216 Commits over 3,867 Days - 1.17cph!
Optim: avoid StopWatch allocations via Pooling
Tests: on Craggy flew out until only impostors visible
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exported wolf swim animation
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Clean: updated a comment implying a potential bug - it was wrong
Tests: none, trivial change
Polish on catapult. Fixed missing material slot on catapult entity
Update: TreeManager's grid is defined by cell size
- Exposed via TreeManager.CellSize convar (takes effect at boot only)
- Reorganized code a smidge to reduce how scattered a bunch of info was
Tests: On craggy connected with 2nd player and flew out until only impostors were visible.
Add optional arguments onto `ddraw.text` command to modify distanceFade & zTest
reinforced wooden shield viewmodel
battering ram temporary greybox
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Fix wolves moving a few cm below ground level in some areas like zipline platforms
Hook up accessibility color options
Cleanup and fix debug spam
Hook up convars for configuring if arrows should show for deploy guide, on deployed entities or both
- now a different convar for if it should show important ports or all ports
Fix ports & arrows not working with the deploy guide when the mesh is scaled
- hard to spot because it worked on deployed entities but not with the deploy guide
Improved mushroom texture quality - now uses native resolution
Merge from additive_timeline
Add a per layer weight slider
Merge from elevator_world_deploy_fix
Adjust the lower bounds of the world deploy volume of elevators so they can more easily be placed on foundations that are close to the terrain
Merge from additive_timeline
PrefabReplacer now has a string lookup mode as well as it's normal selection mode
String lookup mode can include inactive objects, as well as exact matches
All replaces done with this tool now support a single undo operation (eg. replace 4 objects with a prefab, a single undo will undo all 4)
Add Facepunch.AdditiveTimeline plugin
Merge from set_local_player_visible
Show the white cubes and arrows when deploying IO entities too
Merge from demo_shot_delete_fix
Fixed error when deleting a folder with demo shots inside
Camera recording convars now only save pos/rot/scale and fov changes in the resulting animation file
Hemp slightly more neon for visibility
ForceDetailColour script now defaults to white with 100% alpha
SaveShotFolderAsAnim command now accepts a string parameter, if provided only shots in the provided folder will be saved. Passing no string will save shots in the root folder
Added SaveAllShotsAsAnim, exports all shots regardless of folder
Configure a bunch more prefabs & configure important vs unimportant ports
Fix water IO ports not working
Fixed shield inputs being processed while inventory is open
Fixed shield deploying when it shouldn't if the shield was placed in the backpack slot while an incompatible held entity is equipped
Fixed holstered shields parenting to the spine bone with a 70m offset
Wooden shield variant setup
Set up improvised shield prefab variants
TowingAttachment compile fix
Ballista aiming logic wip
Added a setting for mountables to override player eyes rotation
High priority ports will show regardless of being marked as "main power"