111,883 Commits over 3,928 Days - 1.19cph!
Updated flashbang for new scripts.
Explosive ammo WIP.
Added spawnable ivy strand and light well static decor
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Fixed broken packing attributes
WIP new meat models and materials
Better acceleration when towing
Limited to trot gait
+ some visual fixes and tweaks
finally got deployable easels to work
will need refinement and looking over
Implemented towing back on new horses
FX offset fixes.
Ember iteration for more punch.
handling ground destruction properly
Implement the packed attribute:
- Should we send this sync var itself or with all other sync vars
- This allows the user to weigh up header cost of sending the sync var alone vs along with all other sync vars
- Only sends this specific var if its dirty, whereas packed sync vars are all resend even if only one is dirty
Landmines now have a 15% chance to explode on being disarmed.
This was always the intended gameplay behaviour but turns out there was a bug that prevented it from exploding. Instead, it previously bugged out and did nothing, allowing the triggering player to walk off
restricting placement to constructions
Fixed impact surface normal orientation.
updated crafting ingredients
Unique explosion for HV rockets vs regular.
HV rocket engines burn richer/darker smoke than regulars.
fix realmed remove on sculpture
added ice sculpture wip icon
- saving IconRender scene as it needs some setup for icon rendering
deployable paintable easel
model and prefab progress
currently not working
removed sign/pumpkin panel from sculpture item
added guide mesh for ice sculpture and a tool to generate one
Temporary unapproved bear skin redirect
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Temporarly ragdoll the horse when colliding at high speed (wip stupid code)
Merge: from profiling_improvements
- This brings ServerProfiler over, our own tool to generate server profiling snapshots
- To activate, start your server with "-enableProfiler", to take a snapshot use admin server command profile.perfsnapshot (files in <root>/server/<ident>/profiler/)
Tests: Exported multiple snapshots from Editor running Craggy, Release server running 6k Procgen world and a couple from Debug server.
Bugfix: avoid leaking repeating invoke when taking snapshots
- Also avoids ambiguity of taking multiple snapshots
Tests: generated 2 snapshots in editor back to back with a delay
- Truncate menu tip text so it doesn't overrun loading screen
- Filter rich text tags from menu tip text except color, b, u, and i
- Added string extension method for escaping specific tags
- Updated StringView to allow StringComparison options when comparing to a string
- Track queue wait times and reasons for exiting the queue
Update: notify that a snapshot was taken when no delay was requested
Tests: none, trivial change
Merge: from main
Tests: built all modes in editor, exported snapshot from editor's Craggy 5 times in a row, built standalone release server and exported snapshot 3 times
Restored hibox, protection, mounting logic and corpse
More refined screen shake
deployable targets type a and type b
type a is more human-like
type b is like a dueling tree
will need a programmer to look over stuff, again
wip: Kill sync var tick on object death
wip: Automatically sync vars should any change. Uses a polling method for now:
- Invoke poll in fixed repeat time
- Syncvar handler no longer requires default value
Code cleanup
Collision damage tweaks
Perform type checks on initial sync var generation pass
wip: Added bidirectional client -> server / server -> client var sync. Syncvars can be declared as chaving client authority
Update: Add chat feedback when perf snapshot is being taken
It'll warn users if they're in the middle of something important
Tests: exported in editor with no delay and default standalone delay