160,472 Commits over 4,566 Days - 1.46cph!
more keyframe code cleanup
merge from seagull_update
Merge from livestock_animals, fix slow leading, cows clipping through walls, sheep starving, old animals sleeping or attacking from far away
Merge from livestock_animals, fix slow leading, cows clipping through walls, sheep starving, old animals sleeping or attacking from far away
merge from render_pipeline_testing
potential fix for contacts mugshots weirdness on first render
Prevent cows and bulls from pushing you when you lead them
-clean up input handling between dolly/director/sandbox
-throw all demo session code into #if CLIENT
-remove old timeline grid
- fix invisble players after switching demoui2 scenes
- fix baked animation clips not being cleaned up properly
- fix weather settings not being applied
- backup scene save files if they can't be read.
- a bunch of curve editor fixes
- clean up a lot of per frame updates for options that aren't needed
Bugfix: batch of potential use-after-free fixes for Item.LoseCondition
Just one dangerous method left (plz no more)
Tests: industrial + turret automated tests
added wool armour plate, worldmodel/LODs. materials/textures. Icon and prefab setup
will need values adjusting - used wood as a base.
merge from aibrain_sleep_spawn_fix
AI movement tick is not ran on AI init if they are sleeping on spawn
- long-standing bug, because Think never runs on sleeping AI a destination is never actually set and movement tick is wasted processing
Changing the uzi stock now blocks other actions, like a reload
Holstering before the stock change animation finishes cancels the stock change
Fix animation issue when firing first shot upon entering play mode
Fix admire animation not being cancelled
Adjust ADS settings again
merge from cannon_dismount_rotation_fix
Fix for facing the wrong way after dismounting a cannon on a boat
Bugfix: another batch of fixes from Item.Remove audit
- removed 1 alloc DropUtil
Tests: ItemContainer unit tests
merge from weapon_refresh_nailgun
Set renderparam bounds to coarse culling camera bounds
Add separate shadow pass with shadow distance convar for testing
boataicoordinate_tryclaim_fix -> main (broken merge last time)
boataicoordinate_tryclaim_fix -> main
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Ensure dead drivers dont keep stale HasDriver flags around
boataicoordinate_tryclaim_fix -> main
boat_ai_movement_improvements -> main
workshopskin_warmup_server -> main
repairbench_reskin_stall_fix -> main
radiation_watergun_fix -> main
Fixed the NRE in BoatAICoordination.TryClaimTarget
Bugfix: another batch of fixes after review of Item.UseItem usages
Tests: none, trivial changes
Apples now sway on trees.
Moved apple locations on oak_d to the end of the branch.
Increased apple LOD distance.
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Merge from render_pipeline_testing
merge from 3p_head_wobble_fixes
Merge from per_lights_spec_toggle
Add a placeholder renovation device deployable
merge from scrap_king_buildingskin_dlc
Greatly improve the movement and avoidance code of the scientist boat ai
- Sientist boats steer smoothly instead of weaving side to side, and reliably get themselves unstuck
- Context steering uses 16 directions and steers between them instead of snapping to the nearest 45°, which caused a sawtooth style effect (even though we were lerping)
- Fixed the stuck reverse never triggering above 32fps, (it measured speed from position change between AI ticks which was 0 most frames)
- Boats back off and swing round when stalled, aground or too close to make a turn, and follow an obstacle round when they stop closing on a blocked target
- Fixed patrolling boats circling off the shore forever when their orbit point lands on land
Added specular toggling for the core lighting path and Forward+
Throttle friends list rebuilds from status changes to once every 2s while the friends menu is open, instead of every 0.2s
Bugfix: variety of use-after-free fixes related to Item.UseItem
Tests: threw boomerangs