108,221 Commits over 3,867 Days - 1.17cph!
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"
Reposition industrial conveyor electrical ports so power in & out is on top & sensor outposts are on the bottom
- did while marking direction of each port
Mark certain IO ports as higher priority, only show the important ports by default
- main input, output & passthrough power considered important by default
- `io_arrow_mode` convar to control behavior
Optimized the crap out of Large Furnace lighting, with close proximity placement spam in mind.
No shadowcasters needed anymore and should also fix bounding box smoke flickering.
Feedback and polish on catapult and textures
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DDraw arrows in & out of IO ports when looking with a wire tool
Show IO port direction as an arrow instead of a line in the editor gizmo
Configure a direction for every IO port for every deployable IO entity
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transforms on improvised shield
Change input to jump only
Mountable:
- Added dismount on input
- Added eye override pose
- Adjusted poses when on mountable
- Changed mountable spawning behaviour
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Check if navmesh if ready on wolves, even if movement is currently disabled
divesite_despawn_fix -> main
Doubled divesite check radius
- Still low enough to properly despawn divesites
- High enough to allow swim to surface
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▌█▋▆▄ ▊█▄▋ ▌█_▆▍▉▆_▄▋▌▌▊▇▅█▋ (▍▋▌ ▇▆▍▊▅▄█▉▉▄▆▇.▉▋▅▊▍▄█▍▇▍▆▍▌▆ ▉▋▊▄▍▇)
Fix assert firing when wolf doesn't lock on a target because of an early out, but then tries to release the lock (harmless but prints errors)
Make lock system API more intuitive and less error prone
Added Catapult Explosive Ammo Blockout Model
added TowConfig prefabattribute that's retrieved and combined between two objects when towing begins
- combines to the most restricted settings of both configs (a towing object may allow free rotation on an axis that the towed object may need to restrict)
cars ticking tow attachment properly and handling detaching
adjusting layering and position of towing anchors and triggers
Reduced AO on catapult trims
Show vending machine names in the F1 UGC panel
Deleted underwater_divesites scene folder, all divesites now use a prefab based workflow
Applied a force include SceneToPrefabTag to the rocks root in most affected monuments (rocks were being ignored by HLOD because their root was below the cutoff for HLOD generation)
S2P Trainyard, Arctic Research Base, Satellite DIsh, Powerplant, NMS, Military Tunnel, Lighthouse, Harbor 1
More accurate HLOD warnings for renderer setup issues (missing materials, mismatched submesh counts, etc)
Fixed "Create HLOD" button on HLODBounds component reusing previous bakes
Revert radtown scene to version from radtown_fixes, has more up to date fixes
Merge from radtown_monument_fixes
Added a ServerTick method to HeldEntity, called when the player is holding it
Added server side shield positioning to approximately map where the shield will be on the server to match the client (as held entities just get parented to the root on the server but we need accurate positioning for this)
Shields can now take hits from server side projectiles like auto turrets and NPC's
Added ballista seat, prefabs setup
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Fix legacy wood piles and some divesite props meshes not being readable, causing navmesh to complain when building
Ballista prefab setup, code baseline