196,808 Commits over 4,110 Days - 2.00cph!
Fixed crash issues with VPC.exe on windows
Carefully updating win32 side of VPC scripts
Update windows built scripts a bit
Minor cleanups in gl_util.cpp
VPC Cleanups
Minor VPC cleanups
More VPC Cleanups
Construction setup.
Block fixes.
Fixed InstancedDebugDraw instance and command buffers initially bound to zero
Fixed InstancedDebugDraw instance and command buffers initially bound to zero
Fix peripheral vision being too strong in combat
Merge: from autoturret_optim
- Fix to auto turret not responding to shots outside of firing arc
- Fix to turret not reacting to shots if it got depowered then powered up again
- Fix to turret snapping to hostiles outside of it's default firing arc when powering up
Tests: shot it, ran around and powered it up and down using infiniteiopower in various combinations
Bugfix: prevent turret snapping to a hostile outside of the default firing arc when powering up
Tests: while hostile, depowered turret, got behind it and powered it up - it didn't snap on me until I shot it again
Bugfix: reset turret's cached visibility when unsetting the target
This could cause the turret to think it doesn't have a target, yet has a visible target(unpowering the turret would cause this, for example). It prevents damage reaction.
Tests: while the turret was aiming at me, disabled io power cheat. re-enabled - now responds to shots. Spotted another bug though
use soft mask instead of uigradient because its poopie
Bugfix: turret will respond to sneak attacks
- takes 3 seconds to drop aggro that forces aiming
Spotted another bug - target and targetVisible can desync
Tests: spawned a turret, snuck behind, powered up, shot at it - it rotated
Linking Graffiti pack and video on medieval
Nicer fade ramp on store items
Change overlay base to use new sliced downwards gradient
trying out lerp transition again
Increase reaction time, reduce damage, simplify accuracy formula
Prevent sun banding at twilight.
Have scientists always be surprised when first hearing or being hurt by a player
Preventt scientists from looking at bullet impact instead of bullet origin, even if the bullet origin is out of hearing range
configurable horizon buffer
Fix scientists being able to shoot through solid colliders when hearing the player
trawler ship hull material vcol blends progress, more uving
▌▅▆▊▊▆ ▄█▄▌ ▇▋█▄█▊▇▍▋▊▉▊▆▆▆▊▌▊▍ ▌▋▄▇ ▌▅▇▌▌█▇ ▄▊▊▍▌▌▊▍▆▊▇▋ (▇▆ ▄▆▌▍ █▍███▅▅ ▆▇▊▌▅▋▉▉▇ ▊▌▍▇█▇ ▄▌█▇▉▄▋▅ ▋▌█▍▇▉▍▉ ▆▉ ▋▉▉▍▄▄ ▌▋ ▆▄ ▊▅▆▉, ▉▅▍▉▍ ▄▊▄ ▉▆▌▄▋▌▅▄█ ▄▊ █▉▌▌▄▋▇▉▋)
▌▊▉▉ ▊▍▇▅▉ █▊▅▌▊▄▇ ▅▄: ▇▍▊_▆▊▉▉▋▍▋▇▌▋ (▊▉▌▆▌▊▆ ▇▋█▍█▍ ██▉▌▋█▍▊▄ ▉▅▊▄▍▄▌▄), ▊▌▋▊▍▊▄█▅▊▌▋▉ (█▊▋▊▅▄▅▄▍▌▍ ▄▉▍▋▊▋ ▋▆▉▋▌▅▊▇█ ▌▉█▊▌▄▍█), ▄▉▌█▋▍▊▍▋▄ (▌▊█▊▆ ▋▇▍▊▅▌ ▊█▄▇▋ ▅▊▉▇▍▌▄▄)
performance tuning, cleanup
Allow rotating with R when wall snapping
Can no longer use wall snapping to bypass max placement distances for objects
Don't safely assume the first snap canditate will be valid
Quick and dirty voicelines first pass
"
Cooking workbench
Mixing table
Shelves
Tier 1 -> Tier 3 workbench
Small planter
Large planter
Bathtub and Railroad planter variants
Fireplace
Half shelves
Fridge
Sofa
Legacy Furnace
Table
Update: expand projectile test
- Validates hits and misses, auth and replicated
- renamed TestProjectileBaseline to TestProjectilePlayer (as I'll be adding more test types)
Tests: ran all resulting unit tests
Can wall snap:
Storage locker
Small wooden box
Electric Furnace
Furnace
Bed
Sleeping bag
As well as tc, large box etc.
Added DotRush config to ignore.conf
Swap to raw matricies since we dont have the transform at this point
Cache raw entity on socket attribute setup
Apply snapping logic to wooden large boxes
Take bounds centre into consideration
merge from indirect_instancing
Update: working TestProjectileBaseline baseline test
Was more complicated than expected, but we got there.
Tests: ran the unit test
Update: move PlayerWalkMovement awake to init
Editor unit tests don't invoke lifecycle events (awake/onenable), this change makes it easier to use the class with unit tests.
Tests: in C+S editor on craggy - spawned and ran around. Also spawned a fake player - no errors
edited m15 pistol admire animation so it sits in the hand nicely
added slight offset to w m15 pistol on its entity prefab so the trigger finger doesnt clip the trigger guard