123,808 Commits over 4,171 Days - 1.24cph!
Added extra error messages to SimpleVehicleVisuals to make working with the vehicle system a bit easier
Added fx effects to all of the battering rams wheels
merge from fix_quarry_animator_lod -> main
Apply same LOD change to deployable quarries (even though they aren't used in gameplay)
Updating hold types with new animations
replaced fully rigid linear constraint with a stiff spring and a small linear limit for it to play in
- absorbs force spikes better, especially when a kinematic body is attached
horse walking, trotting, sprinting, and turning speeds modified by towing
- currently flat modifier of 60 percent across the board
Merge from fix_quarry_animator_lod -> main
S2P pumpjack monuments (trainyard, powerplant, water treatment)
missing TowingJointBreakDebug file
Move the graphics settings in the options menu into a standalone prefab
Render TweakUIDropdown as a dropdown in the preset editor
merge from halloween24
- some cloth fixes and dracula cape worldmodel collider fix
Show a colour in the Preset select editor
Added TowConfig to ballista
Prevent mounting and dismount any mounted player when towed
siege weapons override vehicle handbrakes when being towed
- fixed towed entities not getting their tow attach/detach callbacks
Merge from teleportpos_improvements
fixed negative scale on dracula cape worldmodel collider
teleportpos now has more consistent behaviour:
teleportpos "50 50 50" / 50 50 50 / 50,50,50 / 50, 50, 50 all behave the same.
client-only compile fixes
- Dont force wheel update code. Abstract -> Virtual
- Base Siege Weapon now implements VehicleChassisVisuals Client Wheel User
- Siege Weapon Wheels are stored on the shared class now
- Swapped all siege weapons over to Bills new system (apart from BatteringRam)
- BaseSiegeWeapon handles most of the movement logic
Commiting prototype instanced rendering that piggybacks off normal CPU batching system
- hooks into normal batching system
- uses normal occlusion culling system
- instead of adding meshes to CPU batching, pushes meshes into arrays to be instanced rendered
- uses Graphics.RenderMeshInstanced() which is slower due to copying to GPU every frame
- currently same rendering speed as CPU based system, however can be optimized with multidraw & command buffers
- convar `batching_instanced_mode` switches between CPU rendering and instanced rendering (to compare)
Switched ballista mounted anim to standing
Added placeholder hand IK (looks painful)
Wildlife hazards can now also inflict basic damage when a hazard is failed.
Setup snake bite damage.
Added min/max core temp modifier teas, which modify player clamped temperature range, as an alternative option.
viewmodel - ammo state/ choosing correct reload states
more towing strength adjustment
Cancel ballista reloading when unmounting mid-reload
Reduced turning speed
applying horse motion through rigidbody to give more information for joint resolution, also adjusted towing anchor down
Move the shield to the back while reloading a projectile weapon
Can't use the ram without starting the engine
Recache the viewmodel renderers
Added a deploy delay so the player can't block immediately while the deploy anim is playing
Deflated nomad suit viewmodel gloves now the hands can be hidden, fixes clipping issues on gestures
Removed allowedItems list from Mailbox, this list is now in StorageContainer
Better catapult colliders, added lootpanel prefab
Added worldmodel prefab and icon
merge from fix_quarry_animator_lod -> main
added 3p shield impact melee and impact ranged anims to player animation.controller
Fix mining quarry and pumpjack only showing their animation up to 100m away
halved twoing joint break strength
Refactor: Further simple vehicle changes
- Turned SimpleVehicleVisuals into a utility class instead.
- Introduction of SimpleCarVisualsController to handle passing of appropriate settings into VehicleChassisVisuals.
- Setup standard wheel update method. Retained old method of overrides.
Merge: from remove_editor_update
This shaves off another 5ms from editor update times on 6k world map
Tests: built all modes in editor, tested debug rendering still works on craggy and loaded a 6k proc map and checked profiler
Merge: from main
Tests: built all modes locally
fixed native memory leak in OceanSimulation (only a problem if you're restarting a server in-editor a lot)