108,406 Commits over 3,867 Days - 1.17cph!
Update: minor log format changes to help with searchability
By wrapping the category in it'll be easier to do simple searches without hitting popular words (like Spawn)
Tests: ran locally
Clean: Making frequent logs less spammy in normal detail mode
- Bradley velocity report is removed (as it didn't add much value)
- Network update logs moved to highest detail level, 3
Otherwise, it floods the output too much, making it hard to parse logs
Tests: ran locally, checked logs are less spammy
tweaked hatchet cloth settings for better stabilitity
- upped damping and constraint iterations
Added last of LODs to jungle ruin walls kit.
Bugfix: Fix logging name frequently missing a NetID
It was possible to generate and cache name too early
Tests: local editor session, observed that same game object's identity updated properly
Update: When logging emit an instance ID
Without it can be hard to aggregate logs per game object
Tests: ran in editor
Fixed static planter now actually spawns the random selection of plants.
Spawn positions are now cached in the editor instead of at runtime
Added a command to generate the grid with custom size and spacing values
NRE fixes
Added an alternative dryfire rate so that the dryfire animation can be played faster than the fire rate on slow firing weapons
Set to 0.2 on the revolver
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initial pass on burstcloth setup for VM not using VM renderer
Implement tile art, each layer has a different color
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More work on a built-in copy pasting tool:
You can now set two positions to select entities, forming a boundary for precise selection
Added a basic set of commands running on your current selection like save, cut, kill, print, cancel
(very wip)
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removed camera offset in viewmodel anims, enabled viewmodel renderer
merge from wortld_update_2/dpv_fixes
Convert all the awning assets used in outpost to MeshLOD (was using LodGroup)
Merge from world_update_2
Merge from waterwell_update
Merge from world_update_2
Merge from waterwell_update (for initial playtest)
Fixed NPC shopkeeper not respawning
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Manually reimplemented the vending machine changes on this branch
Allow a bigger range of angles before considering a wagon collision to be a side hit. Fixes not being able to push wagons that are parked on relatively tight corners
Fixed pushed wagons tending to zoom away when a heavy locomotive pushed them. Now limiting the velocity change based on the speed of the closest colliding train.
Merge from parent (many merge issues, will need some fixing)
Don't use rigidBody.velocity for trains. It's always zero (kinematic). Now passing correct velocity data.
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HCR attack prefab & related files.
Merge from world_update_2
Created basic setup for static planter box:
Will grab all available sockets at startup, pick a random plant from a list and spawn them on the traditional deploy sockets
Radioactive water~
Looting player will now be irradiated whilst looting a dead/alive player that has large amounts of radioactive water on them (this only happens in the looting window)
Items now have some standardised methods to look for radiation amounts. For the time being these are only > 0 if the item has a ContainerRads item mod
Much cleaner routing through BasePlayer-Client.Looting as well as LootableCorpse
New file to specifically deal with these radiation changes on BasePlayer
Splashable now uses new methods
Route radiation check updates through PlayerLoot::SendUpdate to further prevent unneeded calculations
HCRevolver uses local FX folder.
Fixed muzzle origin offset.
Temp working files & scene.
Track rcon disconnects during a frame
Changed rcon.ssl and rcon.sslpwd to be consistent with other command line option switches (can use - or +)
Set a default rcon password while in the editor
merge from preventbuilding_dungeons_fix
Revised my AttachedMonument field change so we don't lose any already assigned monuments
Flagged all underwater labs prevent building volumes to auto find their MonumentInfo
Fixes barricades deployable in Underwater Labs