157,461 Commits over 4,536 Days - 1.45cph!
merge from critter_animals
add transition from startle->flee state for when critters get hurt while they are currently startled
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merge from fix_elevator_snapshot_nre -> main
Fix destroyed elevator floor causing NRE in ElevatorStatic.Save()
Moved radtown loot crate even further away from the window to prevent cheating
Moved loot crate in trainyard powergrid loot room and blocked off windows and railings with plywood and collider blockers
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merge from fix_crash_uploader_release -> main
Fix crashes from previous updates being uploaded despite not having the sentry tags written
- don't upload old crashes (if we made it past bootstrap but didn't write a crash marker)
- still upload crashes that never made it to bootstrap (since this is before crash marker could be written)
- tag crashes that didn't make it to bootstrap as "bootstrap crashes" so we can see what crashes happened really early
- if we find a bunch of crashes happening before bootstrap we will find a way to include the actual changeset (since we don't read changeset until we get to bootstrap)
fix mortar desync when reconnecting/entering network range
Boarded up gaps that you could shoot through into the loot room in Harbor 1
Boarded up all windows that allowed for looking into and shooting into the loot room in Harbor 2
sheep sound volume tweaks
switch biofuel generator sound classes so its active loops are occluded
Merge: from poolanalyzer_validatepooledlist
- 4 bugfixes for invalid object recycling
Tests: booted unity editor, no errors. booted to craggy
updates to 3p setup following merge from main
Removed the SprintController from the entity - with the hold type gone its guard never passes,
sprint pose stayed at 1 on the right arm and hid everything the anim
subsystem was doing. Added an Aiming bool plus IdleAim/AttackAim on the 3p_nailgun_aim clips
that were sitting unused in the FBX, one handed to match the rest of the weapon, and pointed
the subsystem's AimingParameter at it.
Update: PoolAnalyzer now stop from assigning PooledList to List fields in ProtoBufs
- fixed errors found in our code
- release bin from 9bf2cc09
This causes recycling back to wrong pool(List) once protobuf is done with the object
Tests: unit tests + editor compiles
Fix attempting to transfer water sources between rooms (sinks)
Moved things into standalone prefabs.
add step height to crabs so they dont glitch up cliffs and things
add another batched raycast to the crabs for obstacle avoidance so they dont glitch into walls
add crabs/jellyfish swarm scripts to budgeted queue
fix crabs glitchy leg speeds (i think)
replace jellyfish water checks with a batched version
Halloween Wallpapers - texture update
If fake steam ids are off when using the multiplayer unity editor display a popup telling us that it needs to be enabled
- re-added settings for viewmodel prefab
Stripping viewmodel arms from v rig export
merge from sv_console_terminal_fix
Make livestock match the player speed when being led, avoid annoying lead breaks / having to wait for them all the time
Fix floating animals, improve idle performance
Sheepwool settings adjusted to minimise LOD popping. and changed sheepfur lod shader type and settings to help minimise LOD popping
Reduced the number of shadow map samples during the blocker search and added an early out for fragments with no blockers to avoid the PCF loop
Added destroy sounds to sandbag barricades
merge from biofuel branch with stirring idle anim update
Added some open fence gates to ranch and large barn so you can get to and from the vendor better
merge from sandbagbarricade_monument_fix
fix frog long first jump
fix pooled frog stuck in dead animation
Fix one more case of incorrect pool usage
reduce critter health 200 -> 60(frogs) - 100(rabbits)
turtles unchanged, they have a shell
disabled stream mipmaps on crab, jellyfish and all fish textures that use the swim shader