111,524 Commits over 3,928 Days - 1.18cph!
Horse corpse buoyancy
fixcars command now fill up horses stamina
Horse TerrainCollisionProxy
Re-organized horse folders
Suggest an id for newly created skins in the skin inspector
Merge from Medieval_Metal_Double_Door
Update id's to fix conflict with knight armour
Fade out procedural motion when playing any animation moving the legs (idle breaks, eating)
Moved all the head and spine movements client code to RidableHorseAnimation
SiegeHarnessRope material setup
Tweaks to tow anchor points in testridablehorse to line up with the knots
Added updated siege harness art to testridablehorse
Merge from midi_multi_command
Midi convar bindings now support the ; syntax (like binds) to allow multiple commands to be run per cycle
Merge from Knight Armour DLC
Added a button to update the skin list from the skin inspector rather than having to open the menu
Set up skin assets for knight armour
Merge from train_tunnel_altitude_2
Fixed terrain around train tunnel above / below ground connection
support uv2 for emission and detail layer on Rust/Standard
- Hopper mesh + texture updates
Fix broken reload timings
linked wooden arrows and arrow heads to mini crossbow wm in entity prefab and updated anims
Added test clothing items with differing amounts of armor slots.
Added test leather and metal inserts with differening stats.
Ballista things/progress backup
Include armor inserts in armor info UI stats
updated mini crossbow 3p anims and edited skinning on gun rig
Add primitive version of T1 tech tree, except satchel is missing (as an example)
Mark existing tech trees as the unknown era
Add support for a different tech tree for primitive gamemode
adobe folder structure fixes
Restored standing anim when pressing ctrl
Code cleanup, naming
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Horse prevent movement collider ignores the physics debris layer (dropped items)
Bugfix: more NRE reductions in server-demo
- Skip VoiceData and other messages that we can't support in editor environment (or don't want to)
- Properly "disconnect" player when entity is being destroyed
- "shutdown" the demo server when at the end of the demo to avoid unnecessary replication attempts/NREs
This brings down NRE count during playback and shutdown from 40+ down to 4. Next up need to figure out if Tick processing works correctly (it ticks, but main player doesn't move).
Tests: played back the same client demo, saaw the reduction in errors
Added Viewmodel Renderers to arm and arrow parts
Fixed horse saddle stack sizes
Remove start and end duration on fractional reload
Removed RidableHorseAudio logs