108,245 Commits over 3,867 Days - 1.17cph!
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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
Prevent Bradley from instantly rejoining spline
tweaks to the viemodel reload anim based on feedback
Fix wolves jumping to players still in mid air, change sample navmesh method signature to be more intuitive, add owner field to fsm transitions
Update: Engine blend loop drops it's sound resources on disable
Tests: none, trivial change (same type of change as previous)
Update: Tree now drops it's sound resources on client destruction
- It also drops the Gain mod when fading out sound loop during fall
Tests: cut down a tree, saw relevant audio events in logs
Update: Traveling Vendor drops it's sound resources on client destruction
Tests: none, trivial change (same type of change as previous)
Update: Parachute and Sled drop their sound resources on destroy
Tests: none, trivial changes (same type of change as previous)
Update: CCTV and SpinnerWheel drop their sound resources on disable/destroy
Tests: none, trivial change (same type of change as previous)
Update: Sub, Snowmobile, Tugboar and Train drop their sound resources on disable/kill
- In Snowmobile's case Ski audio was previously (accidentally?) retained when sim stopped
- Train engine used to retain damage and engine reflection sounds (assume an accident/bug)
Tests: none, trivial changes (same type of changes as previously)
Update: CargoShip drops sounds resources on disable
- Also added a couple convenience StopXSound methods, since it has a bunch of different sounds.
Tests: none, trivial change (same type of change as before)
Update: Ferry drops it's sound resources when disabled
Tests: none, trivial change (same type of change as previous)
Bugfix: PatrolHeli now releases modulators alongside the sounds
Tests: none, trivial change
Bugfix: Drone now releases pitch modulator on destruction
Tests: none, trivial change
Update: Modular Vehicle drops sound resources on destruction
Tests: plugged in engine comps on Craggy's spawned vehicle, drove around in it. Put some timed c4 and drove until explosion - confirmed resources got released via logs.
Update: Helicopter now drops sound resources when disabled/retired
- Also fixed a potential NRE when requesting a sound fails
Tests: spawned an attack heli and flew around in it with jumping out at various stages. Also destroyed it to trigger sound recycling.
Bugfix: Bicycle now uses it's coasting sound when not pedaling
Tests: rode the bicycle with pedaling on and off.
Update: Bycicle drops all sound resources when sound definition changes
- Previously it tried to manage lifetime of modulators internally, but since we can pool it'll happen automatically now.
Tests: rode the bike with jumping off during different moments. Noclipped away and back, redid same actions - all stable.
Catapult reloading interaction wip
Fix wolves dying when they see a prey before the navmesh is built
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merge from store-ui-frontiersman
Frontiersman store page localization fixes
Further reduce ore count density by 15% to match release values
Fix error spam about animator param not found
Update: DPV stops all sounds when no longer simulating
In theory, there were edge cases where previously it was possible that some sounds would not be cleaned up.
Tests: rode the DPV, jumped off at various points, picked it up and redeployed. Noclipped around the area
Update: MovementSounds releases sound resources on disable
- Also got rid of IOnParentDestroying implementation - it's handled by OnDisable now
Tests: ran in water. Killed self mid run to test onDisable - all good
Update: Minigun and Fishing Rod drop their sounds on destroy/cleanup
Tests: Spooled up and fired the minigun with switching in between. Fished with switching at various stages(holding, throwing, fish catching, fish pulling).
Bugfix: Ignore sound fadeout requests on retired sounds
Because sound is a shared-ownership resource and we have scenarios where owners don't know that the sound sometimes has been retired, we need to be a bit more permissive with existing cleanup logic.
Tests: Had a fish bite with the fishing rod, started pulling then switched over to a different item, then tried fishing again - with sound pooling this would sometimes throw, but not anymore. Confirmed with audio logs that bad scenario did happen but didn't fail.
Fixed broken collision mesh for rock_formation_huge_c