199,316 Commits over 4,140 Days - 2.01cph!
Cannons now play recoil anim
fixed footstep bug when player is barefoot
Cinder blocks texture set
Warehouse models WIP
Ship/player death and respawn WIP
added blend with R to terrain blend shader to give dens shading while keeping blending with terrain
Cherry picked latest shader changes from main
Big EntityComponent refactoring, a bunch of other shit
Fixed mesh decal lighting
SaveLoad.TypeModel Quaternion fix
PersistedSessionData saves player transform data
Cherry picked mesh decal lighting fix
More Save/Load plumbing
Effects save/load test
More EC refactoring
EC load in constructor when data is available
revolver semi-auto refire time reduced( same as p250)
revolver damage nerfed 5%
revolver aimcone slightly increased
revolver cost drastically reduced
water purifier runs twice as fast
salvaged tools have far higher durability
mace has larger attack radius (easier to hit)
crossbow way cheaper
codelock no longer requires wood
furnace gives more comfort
furnace actually emits light once again
protocol++
revolver once again accepts silencers
Fixed bad component loading by type name instead of data type
Beard/hair mesh persistence
Fixed hair color persistence
Added IUnit, generics pattern for data persistence types
3rd person player anim change: straightened out the head when holding a pistol
fixed silencer offset on revolver worldmodel
Fixed wearables constructor
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Fixed issues with how bullets work:
- Tigger colliders used to stop bullets. Not anymore.
- Shooting from too close to someone used to ignore and shoot past them. Not anymore.
Just need Paul's car collider update as well to make shooting car passengers work perfectly.
Removed unused birthTime field in Unit.Aging
SmartObject persistent boilerplate
Moved Aging stuff from UnitManager into the appropriate component.
Added Aging component persistence.
Updated and cleaned layout
Added support for 8 material types
Fixed speedtree shader
removed scaling data from aging persistence
put back a SetAge that is probably needed.
Improved vehicle movement/interpolation issues when they first activate. Not perfect but good enough.
Working on some player collision forces. Pretty broken at the moment.
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Moved generic save/load handling of sessions into Session.
Made nested persisted package for Sessions.
Some more generic cleanup of Sessions.
Split the harbor crane into two parts.