110,890 Commits over 3,897 Days - 1.19cph!
Number of wolves per square km decreased from 3 to 2, max pack size increased from 3 to 4
merge ice_sculpture->Aux2
Added missing prevent buidling to catapult constructable prefab
Can't pull/push a mounted ballista
Catapult - updated reload anim (moves slower as it reaches full tension)
Fixed SocketMod_SphereCheck returning 'Not enough space' instead of 'Cannot build this close to X' when building in a monument prevent building volume
Was happening when deploying siege weapons, amongst other large deployables
Add a separate turret warning icon.
Move UI code to a specific turret icon script.
Fix client compile issues
fixed nre on client loading of sculpture
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- ▍▋▄ ▌▋▅▅▇▆.▍▌▋▊▅▌▍▄.▋▌▄▋_▉▅▉▊▋▍▇█_▌▉▉▊█▅▆▅█▄▇ = █.▊▇ (▉▅▋▅▅▄ ▇▄▇▄▆) ▌█▉ █▅▍▆ ▋▌█▇▆▅▅▄▊▋▊▊▉▉▄▅▊▇▍▊▌ > ▇ ; ▅▌▅ ▉▇▊▋▋▋▆
- ▅▄▋▋▍▅▍▉ ▍▄█ ▊▇▊█▊▋▆ ▍▄▆▆█▇▋▉▅▋▌ ▉▆▌▍ █▉█ ▌▆▆███▋▋▍▉-█▉▄▊▌▉▌▊.▄▌▊▇▄▇▄▅▋▇▌▉▊ ▍▅▍▌▉▍▉▊ ▌▉▋ █▅▅▊▋▆▊▊▄▇█▊▌ ▉▅▍█▆▋ (▇▌█▍██▄▌▇ ▊▇▍▅▆▌▍▍▅▇██▋ ▅█ ▇▉█▅▆▇▍▅ ▇▅▆▌▄▆▊▆▊█▇▄▋▇)
merge ice_sculptures->Aux2
Implemented new catapult reload animation
Merge: from soundmodulator_leak
- Fixed sound leaks from quickswitching scenarios
- Fixes wrong loop sound being played when coasting on a pedal bike
- Fixing flamethrower not playing sound when quickswitching while holding fire button
- Fixing pilot sound not played on taking out a flamethrower
- Recycle footsteps when their sounds end, instead of potentially incorrect preset time
Tests: played with a lot of weapons and vehicles while monitoring sounds via audio.printsounds and log.level Audio 2
merge ice_sculptures->Aux2 + codegen
- Siege tower towing setup
- Added editor gizmos to towing visuals
- Added icon to siege tower
- Finalised basic constructable (added each of the build steps and relevant colliders)
jungle skin prefabs setup progress
added ability lock/unlock edits to sculpture when you're not holding a melee weapon
actual client compile fix
Implemented catapult incendiary ammo model
Updated icon and recipes
Naming
Merge: from main
Tests: Booted editor - no errors
Catapult - added reload anim
- Redone siegetower constructable with the new model
- Setup colliders for each stage
- Use constructable stage 1 model as the guide mesh
Added small ramp so its easier to get in and out of the tower
- Cleaned up Siege Tower
- New colliders for front entrace
- Wired up doors to the dual damage system
Remove allocs in async pathfinding
Make sure querying allies nearby doesn't return null or dead allies
updated rig and anims for mini crossbow
jungle skin - models and gibs
Ballista bolt effects tweaks
Ballista Spear -> Ballista Bolt
Updated placeholder icons
Update: drop sound instances for variety of types on disable
- HarborBridge
- HarborCrane
- PhoneDialler
Tests: none, trivial changes
Bugfix: Stop DigitalClock from leaking sound instances when it's flags change
- Also dropping sound refs on disable
Tests: none, trivial change
Update: drop sound refs when vehicles are destroyed
- Magnet Crane
- MLRS
- Modularcar Garage
- VehicleModuleSeating
- Traincar audio
Tests: none, trivial changes
merge from wire_slack_fix
merge from storagemonitor_passthrough
Added passthrough output to the storage monitor
'Power Out' now sends 1 power instead of passthrough - 1
jungle skin atlas/material update
Don't show game screen hostile warning text or menu UI timer remaining, if it's just a turret
Update: drop sound refs when ScrapTransportHelicopter is destroyed
Tests: none, trivial change
Updated blowpipe skinning and animation adjustments on holding pose
Clean: removing empty override method
Tests: none, trivial change
Update: drop sound refs when AttackHelicopter is destroyed
Tests: none, trivial change
dropping resolution of grid by roughly 50%, still feels good to carve but gives a big speed and memory improvement
Update: drop sound references when ground vehicle is disabled
Tests: rode a pedal bike, jumped of and destroyed it with console commands - saw expected debug log
Undo: of the previous undo to ensure we don't hold dangling references
Although the resources are cleaned up, the pointers are not so we end up with stale pointers on entity recycle
Tests: none, trivial undo