114,797 Commits over 3,959 Days - 1.21cph!
Fixed swapping seats blocking the horse
Passenger can't send local input to the horse
Fixed door skins skin ids
Add menu item for "Update Game Manifest (optimized)" to allow you to use the faster generate manifest optimization in the editor (instead of only on the build server)
merge from primitive -> primitive_gm
Distortion voodoo to fake the rammed wall shaking on impact.
Merge from industriallights_skins
merge from primitive_gm -> primitive
Don't show train tunnel markers inside monuments on the map when underground tunnels is disabled (since they are blocked off with debris)
Some tests on changing the catapult boulder for a scatter shot
Change reward of shark hunt mission (since it gives out jackhammer but those are loot only now)
- 1 icepick + 3 med syringe instead
Change reward of "free crates" diving mission in primitive era
- used to be pump shotgun, but that's restricted now
- instead give 1 combat knife, 1 small backpack, 1 compound bow + 32 arrows
Add support for missions to return different rewards in each era
Update light skin ids so they don't conflict with primitive
Added a dedicated TerrainCollisionProxy collider for the horses
Removed custom rotation pivot on the snake mask, re-enabled the 3d view in the store
Fixed horses standing on trough in ranches
S2P both ranches
Make sure to include any passenger when ragdolling the horse driver
Fixed horse double saddle culling
Closed battering ram cockpit door
Scaled up the wheel a lil bit and added suspension
Fixed battering ram not using its VehicleChassisVisuals
Updated BatteringRamVisuals to move the axles
Cleaned up BaseSiegeWeaponVisuals
Updating more player seeds to v4 rig
fixed slight gaps around wall frame semi circle on swirling wallframe
merge from main -> primitive_gm
Updated workspace to Unity 2022.3.55f1 (all builds have already been switched over)
Fixing scoop not being skinned on battering ram
merge from primitive -> primitive_gm
updated minicrossbow 3p anims to match viewmodel
Clean: DemoServer - removing custom tick vizualization logic
It should be via IDemoAnalyzers, rather than some randomly sprinkled seasoning
Tests: editor compiled in Server mode
Updated catapult world colliders, tweaked wheels stiffness
Update: ServerDemoPlayer - players now move based on tick history
- Added recording of userIds to full server demos (need to match against players in saves)
- Added a callback for when world loading is done to do any additional logic (in demo case, matching players)
Tests: played back a 30s demo from Craggy
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- Experiments with ballista
- Missing prefabs
Fixed ballista reload end sound not playing
made minicrossbow reload anims quicker, from 97 frames to 70 frames
defer gravity death to avoid immediate component destruction in physics callback
- also fixed drag issue causing inconsistent fall damage in some cases
ragdolls handle fall damage and now properly match the player gravity (catapults use default values still)
Fixed ballista audio, had fun with animation events and cycle offset animation
Updating battering ram rig with new uvs