199,286 Commits over 4,140 Days - 2.01cph!
Merged from AI improvements 2 branch.
Client/Server related compile fixes.
Cleaned up hostility at bandit town.
Scene2Prefab bandit town.
More tweaks to Scientists at MT.
subtract
28252 (bandit town fuckery)
Added graphics.opaquesort toggle
Changed opaque construction materials to render first, after terrain
Subtracted sorting changes (28244,
28257, 28258)
Experimenting with Scientists using thrown weapons.
Added convar to enable/disable Scientist use of thrown weapons.
Merged from ai improvements branch.
progress backup LODs and prefab setup crew bld
cargo ship door LODs and prefab
scene2prefab cargo ship
Fixed severe stuttering caused by ambience emitter removal
first part of mass warnings purge
updated iTween to kill another 50 warnings
deleted unused CrossPlatformInput for more warning fixes
updated Rewired to fix more warnings
updated sky shader, adding simple cloud texture
adding temp cloud texture
updated temple A/B fog/light settings
Standalone server on .NET Core
Add the server csproj cause it was ignored before
Remove some unused (please confirm) fields from unit attack assets to make server work
Minor changes to motor SetHeight. Making less unnecessary calls
Fix missing call to SetMoved on standalone server and include replay code
Have the player start next to their car instead of inside it. It's less finicky about timing. Working on the fact that they sometimes start facing the wrong direction.
Fixed a tricky bug where characters sometimes spawned with the wrong view direction, it having been seemingly reset to zero sometime before the server first serialized it. Explanation:
- Server set initial eye direction.
- Server queued up a default input state as a starting point into the inputs buffer. This had a 0 angle view.
- Server maybe processed one input tick, depending on timing.
- Server serialized.
- Client set view angle to whatever the server sent, and from then on, data matched.
If the default state tick happened BEFORE server serialized, the view angle would get sent to the client as zero and mess it up. Fixed by just not queueing a default state on server. Seems to be unneeded per my testing.
Now letting characters spawn with any desired view orientation, not just y axis.
Start off facing the car door
Players respawn at the last checkpoint they capped
cargo ship interactive door prefab/model
doors placement
cargo ship scene2prefab
display hull and deck LODs further
Added simplified deck stairs colider
Fixed mast issues
More replay wip, fix for starting player record order, only add game actions when in record mode.
Misc Scientist AI tweaks.
Removed editor debug vis.
Add the .bytes extension when it's not provided
Catch exceptions while running server, also allow it to be closed properly