192,970 Commits over 4,049 Days - 1.99cph!
Added an objective Start After Prior Objectives field, bypasses the need to use the old start after completed objectives array
Move the scheduling and tutorial systems into a foldout (rarely used, reduces clutter)
Catapult flame ammo + lighting + sound emitter.
Fixed siege_weapon_ballista_base generating new materials on import
Fixed incorrect back bone offset on knight chest piece
lunar new year branch and very wip item setup
Nuked the legacy source engine RCON code. +rcon.web now just toggles websocket RCON on or off (default on as before).
Fixed potential NRE when using ioentity.debugqueue
Disable all scientists in primitive mode
Add convars to block NPCs from spawning
- `npc_spawn_on_junkpile` specifically for junkpiles
- `scientist_spawners_enabled` will disable all scientists spawning (peaceful & hostile)
- Rewrote crossbow vm attack and reload code from near scratch
- Fixed reloads not working correctly
- New animation controller setup
- Use Viewmodel Camera
Can now pull horses when leading them, allowing you to pull them out of tricky spots (experimental)
Improved spine IK motion again
FX progress backup.
Small transmission tweak on catapult bucket.
Added ropes when leading horses using FakePhysicsRope
Moved FakePhysicsRope logic to LateUpdate
Tweaked leading behaviour
Fixed players able to stop other players leading horse
Added "DoImpactEffect" for `ai` and `nextbot` SENTs
Added model scale preview to Hammer
Fixed a typo in hl2 fgd
Update Portal turret relationships to certain NPCs
Antlions fear them now, and it hates combine hunters and gunships
Fixed Portal Rocket Turrent not updating its facing angles when no target
game.CleanUpMap deletes C_Hairball
Merge Pull Requests
* Fix indentation of the gamemode list items
* make file.Write and file.Append return success of file.Open used internally
Ensured reload to reload step is smooth
Adding boomerang animation content and initial set up files
- Use next free slot rather than shots left for reloading
- Disable barrel animation for reloading (just now)
- Ensure arrows are visible for the next shot when reloading (eg the one you are dragging into the barrel)
Clean: removing no longer relevant comment
Update: DemoServer improvements and fixes
- All ticks are now accepted
- exposed an editor only API to inject ticks (avoid serialization roundtrip)
- cleaned away tick logging - it generated too many logs
Ticks are now caught, which is nice, but it looks like it's not validating them all outside of demo playback (saw only 2 players doing it on a perf capture). That'll be next.
Tests: added temp debug assertions that would catch any discarded tick - played the new demo, and there were no more assertions.
Indirect Instancing: Add initial support for sub meshes
blowpipe viewmodel prefab updates
- set viewmodel mesh to 0.7 in the z ( to make it feel closer to camera)
- set up viewmodel renderers
- set to use viewmodel camera
- removed crossbow mesh from prefab
- removed ironsights script
dropped explosion force multiplier on catapult by a factor of 10
towing looks for non-interactive layered collider setup on towable vehicles, no longer get useless towing prompts when you back up to the wrong side of siege weapons
Fixed anim events error on flinch anims
Restored spine ik when eating and playing idle breaks
Reworked horse spine IK
Smoothed eye pos to reduce motion sickness when riding
Some leading tweaks
allowed better validating from the towed vehicle whether it is in a state to be towed
- exposed through virtual in BaseSiegeWeapon at the moment, only the siege tower has cases where it doesn't want to be towed (when it's toppled)
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updated minicrossbow vm anims
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Upadting skinning on lower LOD levels for knight armour
fixed floaty window collision on shipping container skin
Update: DemoServer - split ticks by distance instead of time
- Splitting by time didn't guarantee that they were in valid distance ranges
- Also handle case where we get positional data while the player is still initializing
Getting closer, according to logs most ticks get accepted, but there are still a bunch that get filtered out - investigating.
Tests: played the same demo, observed the logs.
Indirect Instancing: Restored original bounds calculation (because draw order doesn't seem to matter) and other minor cleanups
updated mini crossbow 3p anims
Merge from branch /main/indirect_instancing to branch /Aux
DANGER: Enable Read/Write on ALL models project-wide
DANGER: Enable GPU instancing on ALL materials project-wide
Indirect instancing:
Add support for potentially any shader derived from Unity Standard, currently enabled for all shaders in the Standard/ folder.
Add support for MeshCull, RendererLOD and MeshLOD.
Add editor scripts to enable GPU instancing and Read/Write on all assets.
Use a nullable value for Color to allow future optimisations for non-coloured objects (most of them).
Add the camera component from code, but only once.
Rename instanding_id to instancing_handle.
Rename IndirectInstancingManager and IndirectInstancing to IndirectInstancing and IndirectInstancingCamera respectively for clariy.