242,907 Commits over 3,867 Days - 2.62cph!
Tweak suspension, give wheels render models (looks bit shit right now)
Slap IsProxy where it makes sense to do so
Inherit velocity from vehicle when getting out
Don't draw crosshair if you're in a car
removed ladder box from sphere tank interior collider
Rotation constructor sets quaternion to identity, we should be doing this but also makes it so that rotation serialized property default is identity
Use local eye rotation when in a vehicle
BugFix: TerrainMeta now updates Terrain Material if it's missmatching
Unity's deprecation made it so that our validate-and-update logic broke with 2019.2 and it's been silently skipping it.
- Removed obsolete code (it always returned MaterialType.Custom)
- Updated Hapis TerrainConfig to reference Terrain.v3.Hapis material (so that new logic doesn't set the wrong material on validation)
Tests: Validated that all Release worlds have matching materials as in their TerrainConfig.
Add undo support / unsaved changes to advanced network settings
made armored window's collider soft side planar
Wheels ignore player
Make suspension less stiff
VehicleInputState.CreateFromLocal()
Item store view with custom header
Clearer logic for these flags
Only log this message if networking debug is on
Stagger wolf when damaged a lot, instead of on every head shot
Terrain collider doesn't need to be adding solid tag here
disabled shadow proxies on Launch site factory prefabs, walkways prefabs
converted remaining walkway prefabs to MeshLOD
Add wolf bark before coordinated attack, add proper death state
plane updates
- non-control surfaces use a different lift curve
- adjusted curves
- mouse input for pitch/roll, keys for yaw
- debug csv output for surface values against different AoA
- added testing scene
PhysicsShape adds solid tag in constructor, not every time collision attributes is set
More handling adjustments, try to match bf4
Boost key
Just dont rebuild if we haven't got a hitbox system yet, same as model hitboxes
Re-enable Nagle by default, Protocol++
playing with shadow proxies for master house shadow flicker
fixed cctv name spelling mistake
Component RPCs sent Id instead of type name string allowing RPCs from multiple components of the same type. Protocol++
Fairy lights:
Light bulb generation tweaks
Spawn a real point light at each point
Minor fix on the xmas light deployer
Make accel/braking rate properties, jeep accelerates faster but has slower top speed
Proportional friction force, prevents wobbling
Remove force gizmos
Tweak handling
Reversing
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Clean: fixing depr warnings in Scripts/Effects
It's all just ParticleSystem module usage additions. 39 warnings to go.
Tests: none, trivial changes
Wheel gizmo
Adjust and balance wheels
Add steering, jeep drives properly
Clean: fixing depr warnings in Scripts/Game/
- SceneToPrefab - using SaveAsPrefabAsset instead of ReplacePrefab
- More ClientRPC(RpcTarget) usage
- More ParticleSystem module usage
- CreatorGibSpawner now caches and restore entire Random state when changing seed
- prefabAssetPath -> assetPath
Tests: Tested SceneToPrefab workflow by building "water well" monument prefab - although it produced inconsistent diffs, original impl also did. Checked the generated prefab visually - it matched. Also walked through Unity's call tree - the controlling variables were the same.
About 55 left
viewmodels now all have empty and full magazines in bodygroups
DLC icons, colours and prefab updates
Make fsms easier to edit by exposing them on the prefab
Get rid of material override on the jeep
changed minimum sizes for unique environments procmap spawns
canyons 3500+
lakes 3000+
oasis 2000+
Remove minimap overlay tint for now
Add ticket draining based on occupied capture points, can configure drain frequency, drain amount per point
Reparent root motion SOs to baseScriptableObject to avoid duplicating them in bundles, remove unused animatorStateName
Re-rendered minimap, given minimap volume and label to cap points
Allow fsm transitions to pass parameters to the destination state, use it to select different animations to play on wolf when hurt