196,790 Commits over 4,110 Days - 2.00cph!
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
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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
Revert ProjectSettings.asset
Revert ProjectSettings.asset
Prepare scientist TTS hooks (for prototyping only)
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improved m15 pistol admire animation
noise compression, reduce mip distance
Made serialized fields consistent between the Client and the Server for the SpatialEnvironmentVolumePass
tapering MaxCarveDelta off using multiple topology queries of different radii
adjust sediment and waterheight values with carve limits so water and sediment are also corrected
Fixed the issue with the player skin appearing completely white when using a 1:1 resolution ratio and a 90 degree FOV
merge from indirect_instancing (build test)