192,965 Commits over 4,049 Days - 1.99cph!
Changed LegsAnimator execution order to be executed right before Client, fixes the eye pos mismatch
added updated AO. Adjusted materials and removed disable shadow component from prefabs
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Merge from train_tunnel_altitude_2
Fixed terrain around train tunnel above / below ground connection
Skin Pass for knight armour set
Merge from presets_editor/quality
Fixed preset order of values for water.reflections and graphics.shaderlod
Make the ID field read only
Fixed create button on objective fields not working when creating embedded assets
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Lighter version of legs animator on the server horses
Various anim tweaks
Client side spoil timer now takes refrigeration into account and shows a little icon to communicate what's happening
LegsAnimator culling changes to support lods
Show time remaining until food spoils on the item information panel, updates in real time down to the second
Spoiled food now swaps to a new item (like burnt food) rather than showing an icon
Setup on corn with a temp icon
Horses new animator controller
Improved skidding behaviour
Added some procedural motion when braking/skidding
Tweaked the legs IK
Merge from cmBrainEnabled
cmBrainEnabled convar is now cmBrainForceDisable, will disable cinemachine when enabled
Disabled saving, made admin only
Merge from demo_shot_improvements
Fixed loop option not being respected if it was enabled while switching between shots
Try/Catch GetDefaultNewShotName in the DemoShotUI, will fall back to a generic name suggestion
Fixed interaction blocker in demo playback UI not working when the UI is disabled
Hooked up conditional mount brackets, will use a curved bracket when attached to the horizontal barrel
merge from primitive_gm -> primitive
merge from primitive_gm -> primitive
Search for shaders in BSP if none were found in MOD
Fixed logic_collision_pair not calling base UpdateOnRemove
(and a few other entities as well)
Added "shaders/*.vcs" to BSP whitelist
Empty Entity.Constraints table on constraint removal
Fixes for `tanktrain_ai`
* Fixed sound playback and updated default sounds to existing files
* Added "Chase Target" key value
* Added missing input to the FGD
* Fixed movement
* !player target will update to the closest player before every move
* Change update rate while moving to 0.1s (from 0.5)
Fixed horse ground checks: ignore any collider from the horse itself + ignore client cols when in editor
Update: Server demo playback now creates entities on palyers as it first encounters them
- Added demo progress logging
- Avoided a number of reasons for kicking (as we don't fully setup entity simulation)
I can see more activity now - next up is making sure the important history is also replicated/present.
Tests: played the same demo from before - logs confirmed players were present.
UV polish on floor kit pieces (WIP)
Proof of concept for new spacially aware environment volumes method
90 degree rotation amount
- Swapped siege tower guide mesh from constructable to proper guide
- Adjusted offsets
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updated vm minicrossbow anims
Ensure primitive gamemode sets the era convar to "primitive" (which is what applies the item restrictions)