248,621 Commits over 3,928 Days - 2.64cph!
- Removed siege tower door
- Siege tower door socket setup (so players can place own doors)
merge from horse_yoke_tests
Updated skeleton in horse ragdoll
Added siege harness to horse ragdoll (hidden by default)
updated metal shield admire animation transition on metal shield animator
Adding updated siegeharness to testridable
proper scale
removed antiquated blockout mesh
Terrain & terrain overrides
Undo: removing ignore.conf accidental submit
Tests: none
Update: ServerProfiler snapshot now contains full names for scopes
Tests: opened the new profile in perfetto
4 shot mini crossbow viewmodel mesh
merge from main - attempting check-in fix
prefab adjustments and cleanup
Make tests compile (still need to be fixed)
Fix regression caused by typo
Remove obsolete transforms
Get rid of detail nav mesh and other memory improvements
Removes detail mesh and also cleans up polygon mesh after detour navmesh creation. Once we have the detour nav data the polygon mesh isn't needed anymore.
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recalculating nrender bounds properly after vertices and indices assignment
giving mesh the same name as its entity
Run assettags.updated only on the main thread
Protect against a SceneDock not existing for some reason
Protect against GameObjects being added during Serialize somehow
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Fix NRE's when connecting to some cameras in the missile silo
ForceOption error handling refactor
cleanup on carving function
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merge from reenabled_kayak_flow_speed
Pull as much logic as possible from C++ to C#
Streamlines the config handling for recast. In particular it gets reduces the amount of duplicated default values and config setup logic. This is achieved by handling almost everything config related in C# now.
Lets be more explicit with IsPromise, isolate it to GameResource, make it internal, and make sure it gets set to false on load
Fix warnings
merge from qol_io_arrows -> main
Fix telephone and CCTV camera port arrows not working
Initial commit
Baseline from walker
Rename
Fix cloud references
Remove notion of installing cloud assets as preview
Cloud assets are either on disk or not, this preview state confuses stuff without any real benefit. The important thing is that the references get stored in the assets - which they're not going to if we're not installing the cloud assets.
Asset picker previews cloud sounds
Call OnAssetHighlighted when highlighting cloud assets in picker
Add (hidden) to cloud packages that are hidden
Preview sounds when clicking on them in cloud browser
Get rid of the package download notice (if we want this, we have to find a less abrasive way)
Leaderboard backup, run #
15197
Reset auth back to false, at least we can toggle it internally now without rebuilding native
Fixed impact effects not firing properly when a shield is hit by a server side projectile (auto turrets, scientists)
Much improved system to sync shield position/rotation to server, send shield pos/rot in model state
boss charge redirect
boss jump sprite
some sfx etc
camera shake
difficulty ui
difficulty button disable