130,039 Commits over 4,140 Days - 1.31cph!
Merge in Continuous Speculative car physics
Switch collision detection mode to Continuous Speculative for cars. Let's eventually look at using Discrete with big blocky world-only colliders, as speculative is far from perfect. But until then this should fix both the slow-motion stops of Continuous and the getting stuck in signposts of Discrete.
Road signs on the test map
Use gibs kill method when destroying rowboat
Merge physics fixes -> Vehicles. Will hopefully fix vehicles sliding and spinning out inappropriately
Hooked up gibs on rowboat
Fix vehicles spinning out and sliding strangely:
- Reduced the potential deviation of the centre of mass
- Gave wheels additional sideways friction
- Added AdjustHitForces method to handle any further errant values from PhysX WheelHit results
- Increased minimum vehicle mass, increasing engine power to compensate
Updated some attack VFX that I missed.
All bullet attack VFX use the nested prefab format.
Manifest.
Added a resource multiplier to TriggerHurtNotChild and increased damage to resources by x3 from cars
This destroys small trees relatively easily but still takes several hits to take down a large tree
ground plants optimization
better wind settings
increased distance tiling for grass splat
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forgot to apply some prefab changes on #
51630
load the sound templates in the startup bundle
Fixed Smart alarm clipping through walls
Fixed spiral stairs twig having two material slots instead of one
fixed sheet metal word model
Water well deployable UV fixes
[D11] Fix xb1 bootup crash
51522
[D11] Fix xb1 bootup crash
51522
[D11] [#3784] {PS4/XB1} Visible orb of light in front of flashlights, weapon lights.
[D11] [UI] Fixed Leather Gloves World Item translation.
Large furnace placement more forgiving - makes placement in triangle furnace bases easier
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Added a new TriggerVehicleDrag component
Applied vehicle drag to all of the barbed wire prefabs used in junkyard
S2P junkyard
Fixed merge issues on MotorRowboat
Oops, actually replace the layer when asked
Script now allows replacing one layer with another when scanning a scene
Merge from mount_anim_fix
Added support for finding layer use in scene, as well as in project
Wrote a script to find all GameObjects in project assets that use a specified layer. Editor window accessed via "Window/What Uses This/What Uses Layer..."
Bump save version, since Main and Vehicles were on the "same" save version, but for different actual changes.
Restrict mount timeout to only affect model state
Cancel timeout when player is successfully mounted
Merge from Main -> Vehicles
Add a 0.5s window where the local player can't go into the duck animation after attempting a amount (stops the player ducking locally when entering a car because of the roof of the car)
Refactored all attack impact effects into a nested prefab format.
Iterated all new impact effects for the new Lit Particle shader features.
Revert BaseMountable changes from
47113 as it resulted in players on the server being in the incorrect position while mounted (should fix bandit town gambling not working)
Will look into another fix for the animation issue
Fix NRE spam when leaving a server
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Return FoliageCell.batches to the pool when not needed
Use a shared empty list for FoliageCell.placements if there are no placements for the cell