108,227 Commits over 3,867 Days - 1.17cph!
Colour adjustments and detail additions to catapult
accidental doubling up of waterflow generation for rivers
dirty prototype of converting terrain alpha map to holes map to replace terrain ignore volumes from physics checks
Added arted-up catapult model, materials, and textures. Some tweaks pending.
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Fixed drawbridge animations
Added another drawbridge to the lower level
Buildfix: isolating perf test scripts into it's own assembly
- For the time being stores existing perf tests - will reorganize when the structure is more clear in the future.
Tests: Unity booted without errors, confirmed perf tests presence in Test Runner
Merge: from main
Tests: none
Added front door and drawbridge to the siege tower
Planters now use the same outside check as water catchers.
Reworked planter rainfall logic.
Added planterbox.outsidetestdistance server convar to control distance check.
Moved all new rock placements into prefabs to make future merge conflicts easier to re-apply
Update: enable sound pooling by default
If something goes derp, can be disabled via audio.enablesoundpooling 0
Tests: was explicitly enabled over last 3 days while running all recent changes
Stopped icesheets from spawning around lakes
Merge: from main
Tests: ran around on craggy with logs
Added convars:
'radiation.water_loot_damage'
'radiation.water_inventory_damage'
'radiation.materialToRadsRatio'
Bugfix: don't leak looping sounds when quick-switching
It's possible that equipped items with sound effects (setup via sound player) can enable-then-disable across 2 frames, before SoundManager picks up the pending play request. If it's a looping sound(like torches burn loop) it would stay alive forever. Now we cleanup the pending requests on disable of sound player.
Tests: mousewheel quickswitched between rock and a torch and observed numbers in audio.printsounds - the burn loop is no longer accumulating.
Smoothed vendor entry and exit to spline
Bradley much less likely to enter a spline when turning or facing a target from behind
Update: SoundManager pools internal lists
The pooling effect is minimal, but it achieves 2 small improvements:
- we don't hold lists in memory for sounds that don't reapper for a while - those can be reused in other parts of the code
- audio.printsounds no longer reports 0 active sounds per definintion
Tests: On craggy quickswitched between equipped items. Saw the various sounds appear and disapper in the logs.
Update: microphone drops any sounds it has accumulated on destroy
Tests: tested by playing the flute when exploding the microphone stand connected to a speaker
Update: MiningQuarry drops sound assets when destoyed (though it's invulnerable)
Tests: none, trivial change (same type of changes as previous)
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Update: modular car's engine drops all sound resources on disable
Tests: blew up a modular car
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Update: AmbianceWaveSounds recycles sounds on disable
Tests: none targetted(same type of change as before), but have been live on my branch for 2d while testing and working on other changes.
Run the update process on a fresh version of the animator from main, fixes all overrides
Update animator script upgrader to replace the animations on the walk and crouch blend trees with their new versions, fixes overrides losing their data when we update from main
Switched player_model to use standard animator (it was getting set to this at runtime anyway)
Removed some test animator controllers
Remove the mention of floating bottles on the load screen tips
Disable two scroll rects in the inventory when the inventory is closed, should save about 0.02ms (big gains)
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Siege tower prefab setup, added ladders, detailed colliders and parenting triggers
Check if the last placement error is null or empty before sending it
Fix attempt for the occasional empty error toast sent by the server
Add `download_demo` command to download list of demo chunks and extract player demos from them
- expects a JSON object containing list of files & users to extract from the downloaded chunks
Added siege tower
Baseline, prefabs
Fix flashing being toggled on & off if you press 'F' to focus on player with map open
Merge from main -> full_server_demo_client_reader
Projectile speed and gravity affected by catapult charge when fired
Added 3 placeholder boulder explosion VFXs
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Better physics setup (placeholder wheel movements)
Added push intertaction
Remove old spline leave code
Perform strafe target check before bothering to enter orbit state