253,069 Commits over 3,990 Days - 2.64cph!
Added per-ammo firing effects to the catapult
Added catapult.reload command to instant reload nearby catapults
Merge from steamworks_161
Increase workbench tax in primitive gamemode
T1 0% -> 10%
T2 10% -> 20%
T3 20% -> 40%
Update Facepunch.Steamworks to use Steamworks SDK 1.6.1
Rewrite undo for Mutli Edit
4ShotMiniCrossbow -> primitive
Update: DemoServer - implement fixed step playback
- Should keep demo stream consumption stable
Right now we're streaming too much data(at 30hz with ~200hz editor sim), which trips up a number of violation checks. Going to try tweaking the number to see if it helps with reproducable results.
Tests: played the demo twice - the step count was the same, but the result numbers were different.
Added different animation curve for reload rotation
- manifest - smoothed out the barrel rotation code
Merge from weaponrack_backpack_slot
Scene testing dynamic action graph properties
Add scorch to explosions
Reduced shell bounce sound range significantly
Setup weapon rack configs for all shields
- Redone arrowhead display system to be closer to regular crossbow
- Use hashset to store enabled arrow heads
- Move scope attachment point closer to front of barrel to move fov area forward
- Increased default fov
Upgrade to Steamworks 1.61
WIP due to server list crashing for some reason
Manually marshal server list filters to fix crashing
Add SteamTimeline
Merge branch 'steamworks161'
Can now place equipped back slot items on weapon racks if you're not actively holding a weapon/item (that will take placement priority instead)
Backpack weapon rack configs.
▆▌▋█▅▄▌▉ ▍▊ ▉▊▊▊▍▄▌ █▍▌█▌▋ ▌▇▆▆▅ █▊▊█▍▌▍▉ ▋▇▋ ▄▆▅▌▇▌▅ ▇▇▆█▄▆▇ (▆▄█▄▍▄▍▋)
Restored old horses behaviour to be like on release
Add sbdm.maxdecals
Throw assert if calling GetAmmoCount with null AmmoResource
remove deploy animation loop time
Hide battering ram head item
- Only allow holo and simple sight to be added to mini crossbow
Add IGameObjectDestroy scene event
Started on #1773
Dynamic properties API tweaks
Dynamic properties tests
Basic get / set node
WorldModel/BaseCarryable doesn't define/implement backpack feature, instead send events on creation/destruction of WorldModel
Add WeaponPlayerAttachment, can either attach a prefab (that'll get spawned) or a referenced GameObject in WorldModel's hierarchy
Don't need these
Blowpipe reload update and view model camera pass
Lunar new year mask added.
- set up prefabs
- added materials
- added model
- added textures
Disable bradley & cargo ship
Also block the train tunnel entrances that spawn outside of monuments
Prevented shoot sound from firing twice
- Fixed bone arrow being used instead of fire arrow in viewmodel
- Fixed strings wiggling back and forth
Fix network thread choking itself out if no network system
ProceduralMapTesting updates
merge from main -> primitive
merge from main -> primitive_gm
Commit reserialized wellipet .meta files
- Ballista missing Metal smooth map fix
merge from primitive -> aux2
merge from main -> primitive
merge from build_il2cpp_command_line -> main
Add support for build server to configure whether it wants to use master vs release IL2CPP builds
Added frustum culling for environment volume rendering.
Added a better way to get the active environment volumes for rendering.
Added support for the environment volume center and offset when rendering.
wip backpack/shield slot support