110,878 Commits over 3,897 Days - 1.19cph!
Use spine3 twice in spinebone list (temp solution for spineIK errors)
better gibs and saved better icon position
Remove now uneeded sound defs.
Refactor to remove duplication.
Show building blocked message in upgrade menu.
Give box collider support to trigger radiation:
- Ensured modding radiation cubes work
- Applied Cube Prefabs
merge ice_sculpture -> main
updated ice sculpture icon
- updated render scene as it needs custom tweaking to get an icon rendered
Catapult projectiles cleanup
Added new ballista bolt items
ice sculpture pedestal gibs first pass
re-baked construction guide mesh
Layer exclusions when upgrading
mesh collision for ice sculpture pedestal
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Update: Executing deferred command and waiting for it's execution
- also fixed the deferred command not being executed because it's missing the prefix (this took weirdly long to spot)
Using it to pass control for the actual testing top the game assembly
Tests: Ran LoadProcTest, it passed
mini crossbow viewmodel animations updated
Increase stone wall player deploy volume area to include collision area.
Set time placed.
- Wrote a script to resolve duplicate bone names by appending digits
- Removed the vast majority of duplicate bone warnings on siege tower (rest will need looked at after art pass)
- Fixed door NRE still happening sometimes
- Changed my stupid OnChildAdded override
Fixed siege tower drawbridges replication
Fixed SiegeTowerDoor NRE
Manifest
added GameTip for additional sculpting controls
able to switch tool into a smoothing mode with shift+rmb to smooth out the sculpture (desturctively)
- hit guide changes colour and taost appears with current state
- fixed issue where blurring was setting boundary values to true and causing holes to appear in the mesh
Added a detail layer property section to each of the blend shaders
Waterlogged methods cleanup
Tweaked ballista waterlogged point
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Hackfix: skip bootstrap smoke test at the start
- Key here is skipping error logs, since they trigger test failures.
Right now we build this weird mutant executable, and it tries to run server-side smoke test despite being on client. It emits an error, that we can't suppress that early, and which tips over the tests. I'll need to fix this properly once I got better build pipeline control.
Tests: ran LoadProcTest - it passed (though it's mostly a dummy test)
- Removed doubled stats prefab
- More logging
- Setup feed object parent
Added placeholder damaget to battering ram mats. Added damage script to entity. Added glass decals back.
enabled damage layer on all siege tower materials with detailLayer
Buildfix: added missing namespace qualifier
Tests: none, trivial change
Stop NRE on clearing feed
Get admin panel stats instance properly
adding damaged materials for the ram shell
Bugfix: resolve location of asset bundles when running standalone perf test
- Also symlinking server bundles instead of client, for now
Tests: ran the LoadProcTest, no more logs of failing to open bundles
ram bucket texture upres - 1k feels a tad lowres for a focal point object
fixed incorrect material definition on battering ram rear door LOD2
merge from creativemode_io_text