127,331 Commits over 4,171 Days - 1.27cph!
Added sleepy system to boats
Boats will sleep when the lose all targets and have lost them for x seconds
updated bed with new model with better uvs, updated lods, gibs, prefab, workshop file, skinnable asset - still need to do corpse prefab and test
boat_ai_optimisations -> naval_update
Fix missing await when writing file to cache in WebUtil.DownloadFileTemp
Try to fix windows server console flickering
- only clear 1 line when there are pending lines to log or status text to update instead of clearing all 3 lines
- only redraw status text when we recieve status update
- switch from 20 fps -> 50 fps (via Task.Delay())
- remove input.Update() redrawing the input line every 0.5s
When generating deep sea content, make sure it picks all prefab variants before randomising
Fixed active rhibs list not being cleared
merge from main -> hotbar_food_eating
Use idle sail anim when sails are wind blocked, high wind sail when not blocked.
Fixed deep sea portal map marker position
Make sure it doesnt dupe itself
Fix refcount leaks due to render.Pop/PushFilter functions
This was due to recent changes, but exposes a bigger issue that also affected func_breakable_surf
Added MAX_PLAYER_BITS
VRAD: Enable static prop lighting (vertex & lightmap) with `-fast`
* Since it is already controlled by `-StaticPropLighting`. `-fast` makes static prop lightmaps generate much faster.
* Mention -StaticPropLighting requirement for vertex lighting on static props in the FGD (`Disable Vertex Lighting` field)
Minor model rendering changes from cs:go
* Mostly null checks, etc.
Prevent crashes with vertexSize of 0 on materials
* Will now use error material instead, and SPAM you about what material is wrong
Fix a crash on game exit to do with models
Clear "missing" flag on all materials when a map is started loading
merge from cannon_animation
Switch GetRootEntity in Ballista to use GetRootParentEntity instead.
Fix LODs on cannon skinned mesh renderers, hook up basic wheel spin, fix handle animation being broken after using the new model, disable reload for now.
merge from copy_paste_boats -> naval_update
Add `copyboat` command
- functions identical to 'copybuilding' but has a bit of special handling for boats
- add "GetRootParentEntity()" to BaseEntity to get the highest level parent
- fix "snap to terrain" paste setting causing bases (and boats) to snap to the bottom of the ocean instead of top of the water
skinning knife and shovel entity updates (offsets to line up with pose)
Added floating city 2 in the deep sea
merge from naval_update/floating_cities
S2P floating city 1 and 2
merge from ghost_ship_parenting -> deep_sea
Add "ShouldChildrenInheritNetworkGroup()" to allow a parent to prevent any of it's children from inheriting network group
- set to false so ghost ships don't network children to the whole deep sea
Preserve meshCache old behaviour by adding submesh tris to another field
Reimplemented sail wind blocking: sails will only be blown by the wind if there is room behind the sail.
Added list of points to check for clear LOS.
Debug drawing of LOS points and status.
Sail.Blowing now checks Flag_WindBlocked is false.
Additional recache of value on sail raised/lowered.
Merge from monument_notification_sounds
Cancel running tile building operations if the tile is re-queued
set up ak variant entities and masks
Update: AnalyticsUploader - implement FPUploaderImpl
- add editor-only DryRun switch to log everything instead of actually sending it
- IUploader.Upload is now async
Tests: none, not hooked up to anything yet, that'll be next experiment
Fix notification 'red bubble' not appearing when we have unread notifications on launch
merge from mesh-guide-shader-improvements (further fixes)
Global network the floating island entity, now that we split the children
Pick axe animation and entity updates
Fixed contact menu button sizing issues, moved it to flex
Fix flickering block spiral stair guide
Fix twitch drop background NRE
exported updated dragon rpg anims and created/added world model rig it to dragon rpg entity
fix door wreath/knocker guides not rendering
Add convar functions for setting favourite colours with one list command, improve help text for convars