121,129 Commits over 4,018 Days - 1.26cph!
Fix primitive tag on loading screen missing blue background
Minor text update, overlapping text still not there in editor, hoping phrases update will fix it
Fixed some inputs being remembered when the player is downed while holding a shield
Avoidance steering input are now sent to clients (so the horse moves its head when avoiding something)
Small optimisations in the horse update rpc
exported tiger prowl/run fire and run to attack anims. updated tiger run hit anim
network++
save++
Staging wipe
Fixed an issue with overlapping environment volumes causing overlapped areas to become darker. Now the darkest volume takes priority.
Weapon racks can now handle items being externally removed (eg due to era enforcement)
Fixed horse sliding mode oscillating too much\
Added a delay on the sliding sound before it can be played again
Removed tree layer from catapult spikes trigger
Tweaked world colliders
Fixed missing DungeonConditionalModel in ferry terminal
merge from primitive/gameplay - contains network protocol
primative techtree t0 and t2 progress
Better horse auto avoidance
Reduced horse velocity when hitting a vehicle
Fix exception when firing guns and not holding a shield
Techtree T0 progression fix
weapons t2
Fix croc sometimes snapping between water surface and water floor
Fixed missing backfaces on battering ram build stage
Fixed Projectile.noheadshots not resetting when a projectile is pooled (old bug, the only issue from this I could find is relatively minor: the parameter could leak from authoritative projectiles into effect projectiles of the same type, causing incorrect visuals for effect projectiles; thankfully it could not leak the other way around)
Moved the reset of some variables from Effect.Init to Effect.Clear to avoid duplicating that code into all Effect.Init overloads
Fixed missing reset of the new distanceOverride in one of the Effect.Init overloads, which caused it to leak from AutoTurret arrows into player arrows
Moved effect projectile gravity bypass to Projectile.noGravity
Updates to jungle prop blockout scale. Work on ziggurat shell and scene.
cherrypicking
110851 Fix heli targeting scientists
Added primitive sell order lists for water well vendor
IsAllowedInEra now works correctly if passed a mask
Player vending machines can now list items that are marked Loot, Craft or Vending
NPC vending machines will only list items that are marked Vending
Fixes not being able to see or list chainsaws in player vending machines, but still preventing NPC vending machines from selling them
creativemode.freerepair updates the battering ram head flags correctly
creativemode.freerepair works with constructable entities
Reduced the collision damage horses can inflict on vehicles
Same idea as
111903 but with working code this time
Ballista projectile LOD & trail fixes.
Impact FX prefabs.
Only use the ground alignment threshold when the tarrain normal variation is above 10 (rough terrain)
Added item counts and names to enforce_era_restrictions command
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Reduced arrow protection on metal shield (100% -> 90%), fixes metal shields taking 0 damage from arrows
Fixed fire arrows bypassing shields entirely (just the direct impact, players will still take damage by standing in the fire spawned by these arrows)
Updated ballista bolts descriptions, fixed piercer using hammerhead desc
Updated engine.json
Mark player as hostile after firing a loaded catapult
Ballista comments