125,339 Commits over 4,171 Days - 1.25cph!
adobe wall and gate bug fixes. frontier wall and gate gibs and lods.
Restrict shotgun ammo types
Restrict SAM ammo
T2 Techtree progression
further ragdoll tweaks
- larger colliders
- more aggressive ragdolling end thresholds
- don't apply as much velocity when starting ragdoll from the initial pose
Update: FullServerDemos - add basic debug json packet logging
I confirmed that my packet reconstruction goes wrong at some point, so now need this to help track down what logic is borked.
Tests: recorded a short demo on craggy - got a valid debug json
Swapped beehive prefab over to using new blockout
T1 Tech tree, relatively unchanged
Tweaked siege weapon constructables deploy volumes
Siege Weapons weaker to fire type damage
Siege vehicles crafting cost basic pass
Metal Facemask and chest prim locked
exported tiger prowl low/idle anims
Remove unused tiger state, and fix NRE when no corpse is assigned (tiger will just disappear on death until we make a corpse for it)
Added GetRedirectHealthInfo in BaseCombatEntity, allows us to show another BaseCombatEntity health when being looked at
BallistaGun shows the health of the vehicle
Horse temp ragdoll shows the health of the horse
merge from med ak skin branch
Add counter to blackboard
When the tiger is sneaking, it will flee if aimed at from far enough, but charge if it's close
Added ApplyEnvironmentVolumeChecks to SpawnHandler
Added EnvironmentVolumeCheck component to divesites
don't let ragdoll test convar try and ragdoll a client entity
Updated mounted ballista and ballista name and shortname
Manifest
merge from primitive/deployable_ballista
Added ArgEx.GetPlayerArgs extension method which treats every parameter after given index as a player and returns a list of the players.
Add authradius_multi and deauthradius_multi commands to work on a list of players. Uses issuing players position for radius location.
Adding them as additional commands to preserve the single user version and their behaviour where the target's player position is used instead.
Updated knight armour set icons after texture changes
Reduced the temp ragdolling maximum time
stop trying to kill ragdoll twice
don't show health info on temp horse ragdoll
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Make foliage instancing much more stable/accurate, better seed and random calculations, made the noise texture match the CPU noise much more closely in distribution, add debug option to force CPU and GPU maps to sync, apply random scale to instances, and change foliage count calculation to adjust for probability.
Player can now block with the shield as long as they have more than 0.5s of block power left (don't need wait for bar to fill back up)
Reduced minimum time the shield has to be raised to 0.5s
merge from primitive_gm -> primitive
Increased ballista bolts projectile speed
Changed the placeholder bolts damage so they aren't all doing the same damage (wip)
Tweaked siege weapon health and protection
DofExposer doesn't change values on enable
Unsaved chicken name stuff
Merge from knight_armour_desc_change
Merge from Shield.Desc.Update
Tweaked horse ground angle update rate convar values
Horse animations: calculate speed and reversing parameters in local space
Horse metal footsteps default to concrete instead of dirt
Pants/Hoodie/Boots for v4 rig
Fixed horse animations on vehicle large layer (cargo, harbor swing bridge)
Fixed animals not playing footsteps on Vehicle Large and Vehicle Detailed layers
Move `scientist_spawners_enabled` convar so it blocks spawns from PuzzleReset as well as normal timed spawns
- was causing scientists to keep spawning in monuments
Towing anchor tweaks, prevent horse legs to climb on the catapult bumper
Fix server not sending world config to client because it didn't serialize it to the `JsonString` field
Fix client era not being reset to "none" when switching from primitive server -> normal server
- era was being sent to client as "unknown" but the client convar wouldn't consider "unknown" as a valid string to change era