252,764 Commits over 3,990 Days - 2.64cph!
Removed ballista rotation speed log
re exported tiger anims that needed it to get of the mental right lip
Fix property filter for cloning & Fix NRE in CheckRequiredComponents
Tiny optimization in GameObject.MakeNameUnique
Avoid TypeLibrary for component creation during cloning
Cache member list of cloneable properties (-> 2 times faster clone)
Cache property list for CheckRequireComponent (another 2x improvement in clone)
Make light cookie in texture in light desc a strong copyable so it doesn't get yanked out from under us. Cache light cookie texture in light scene object for good measure.
Updated flame arrow FX for hunting/compound/legacy and crossbow, for improved aiming visibility
additional ballista/catapult sounds and polish
Leaderboard backup, run #
17261
Fixed skeleton component on medieval ar, fixes clothing not applying
Leaderboard backup, run #
17259
gluon/gauss give ammo on pickup if you didn't have the weapon, defined in StartingAmmo field
Simplified version of original item ownership system
- only applies to single stack items (no mixed ownership)
- ownership can't change: will always show the name of the user who first created it / looted it
- shows owner's display name above the item (like it used to)
- hovering over the owner's name will show a tooltip of how it was created, like "Crafted by Jake"
Show different forms of item aquisition
- crafted
- looted
- born (respawn with rock + torch)
- spawned (F1 spawn menu)
- mission reward
Improved ItemModProjectileRagdoll, if its not a direct hit, ragdoll in the opposite direction of where the projectile hit
Fixed battering ram door openable by horses
Leaderboard backup, run #
17258
Fixed battering ram door open/close not working sometimes
Update Dynamic Reflections
IES Profile as an asset, add sample IES profile
Add support for custom I16F color format, a generic grayscale 16-bpp float texture, unlike R16F it'll sample all channels to gray
Fixed ballista bolts flyby sounds
Use I8 instead of RGBA8888 for IESTextureGenerator
Support for horizontal angles in IES
https://files.facepunch.com/sampavlovic/1b3011b1/TMbj0aVAVh.png
Moved BaseSaddle in the right folder
Marked all the old horse code as obsolete
Deleted the old old horses
Added RidableHorse2 population convar, updated prim gamemode
Fixed "Blocked by x" construction errors not working for trees, nodes and new horses
Modular Pipe set part blockout and setup with trimsheet textures
Disabled world collisions on metal-shield-impact, fixes some offset particles
New Outfit piece - Wind Breaker
https://files.facepunch.com/daniel/1b3111b1/Screenshot%202025-01-31%20001512.png
https://files.facepunch.com/daniel/1b3111b1/Screenshot%202025-01-31%20001151.png
Switch shield server side time tracking to invokes, much more accurate time wise
Lets me remove a heap of time hacks to try and get client and server to match up, results in shields being usable for a bit longer
merge from primitive -> aux2
merge from primitive_gm -> primitive
S2P Harbor2 & Outpost (since they use the train tunnel with vents)
female pants/hoodie v4 rig
Fire arrow flame replacement prefab for better visibility.
Add rubble pile to the train tunnel entrances with vents so you can't crawl under them
- doesn't provide a gameplay advantage: all you do is get yourself killed
- Added honeycomb image + world model (just using natural hive for it)
- Added jar of image item, image + world model