111,267 Commits over 3,928 Days - 1.18cph!
demo implementation of sculpting in painting dialogue
- hacky and dirty as hell right now, but enough to try it
Fixed A Bug With The Medieval Metal Double Door Frame Allowing Players To Look Through The Sides
Game Manifest Build and Update For Medieval Metal Door Frame
Various horse client/server optims
mini crossbow viewmodel animations updated
Fixed door not being deployable on the Siegetower
Ballista Texture Update
LOD0 Update
Resolved duplicate bone names on draw bridge 1/2/3
Reduced TAA history sample's Catmull-Rom filtering to 5 taps instead of 9
Bunch more options UI layout
Horse:
Tweaked force reduction based on slope angle
Reduced rider damage when ragdolling
Increased leg animator culling distance
Merge: from main
Tests: none
Submitting battering ram hardware rig
jungle_ruins_c iteration2
merge from indirect_instancing
Fixed missing namespace error in server build
- Fixed wildly inflacted Vending Machine Anayltics when buing multiple purchases
- Fixed new vending stats also inflating when buying multiple purchases
Battering ram
- Added new driving pose
- Added battering ram sit mountpose enum
- Added pose to player controller
- Set to use new pose in seat prefab
adjusted gui slider values
adding the surface type mat for gibs
merge from server_baseplayer_optim
merge from player_catapulting
merge from create_asset_menu
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merge from scrap_exchange_dynamic_pricing
fixed ore spawns and some tree spawns on tutorial island being off after the cliff update, also fixed a terrain gap with a cliff.
Prevent scientists from shooting when they are sprinting
After they sprint, if their target is not directly in front of them, they will need some time to aim at their target again
Make killscientists command also kill new scientists
Fix scientist appearing on server but not client (had to redo DoPrepare and rebuild manifests after changing folder)
fixed terrain blend map for Lake_a
Re-implemented player catapulting
Update spawns in desert mil base dwellings
/main/indirect_instancing:
battering ram - updated ik hand targets
Bake covers for mil desert base
merge from /indirect_instancing
Check if there is an instance of the indirect instancing component because apparently it's possible that we add/remove instances when there isn't an active camera.
More organising and combining.
Deleted now unused menu items and removed their refs in presets.
initial ui sign.update.sculpture prefab variant
Started organising options layouts
exported edited wolf attack ledge rm animation
Merge from bag_pickup_auth
Fixed bag interactions when in auth
merge from /indirect_instancing
Indirect instancing:
- Prevent NullReferenceException when attempting to remove instances without a MeshFilter component
- Fixed shader compilation error in the shadow pass
- Surround instancing code with `#ifdef CLIENT` for cleaner server builds
Updated workshop scene set dressing for new rocks