157,001 Commits over 4,536 Days - 1.44cph!
Adjust F1 grenade drop clear anim event timings
Fixed spiral staircase not decaying or contributing to TC upkeep
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merge from store_mediaupddate
Fix items sometimes not being transferred to new room when upgrading room
- was skipping over an item once it didn't fit in a container instead of trying to fit the item into every container before skipping over it
- fixed mail not being transferred to new room
- added failsafe so if the item really couldn't be fit into the new room (shouldn't be possible since every room has more space but to be safe) it will transfer to the player standing in lobby
Merge from powerplant_fuse_pop_scaling
Remove redundant int for tracking inserted fuses in PowergridManager
merge from fix_steam_init_error -> main
Fix steam not logging the reason steam failed to start in the editor
- sometimes steam is closed, other times it's outdated and needs to be restarted
Add settings for scaling powerplant heavy fuse decay rate based on current server pop.
Convars for low pop cutoff, high pop cutoff, scale at which fuses should decay when at or below low pop.
Made DynamicResourceRef property drawer collapsable (helps readability in crowded inspectors)
- Reconcille thrown projectiles similarly to movement reconcilliation. Apply server corrected position and then replay and smooth in between client movements
- Send over velocity info so the reoncilled state also applies server velocity + tumble etc
Results in client sims that are way more accurate
Improved collision around the door of the legacy shelter so its easier to get in and out of
merged from prototype_wood_pile_spawner
HttpImage crossfade transition
Fixed normals on more built-in models
* de_tides signs
* fanhousing models (CS:S and EP2)
* "Thrown" versions of CS:S grenades + the holster without a gun
* furnitureArmchair001a.mdl
Add fallback CS:S hostage pain sounds
* For TTT, but also any other addon out there
* The sounds are just the citizen ones
Force panels to think & enable clipping when main menu is open
Get rid of some usages of Bootil::BString from lua_shared
* ILuaShared unchanged
Minor cleanups
Reduce code duplication when calling Lua functions from C
- Ensure client ghost will properly detect its sticking positio
- Nuke the client ghost if we get a server stick message and server setup
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Fixed wool having meat sounds for drop and inventory move
merge from optimize_json_garbage -> main
Use AddRange() to add converters instead of foreach and Add() per converter
Fix Hash128 and LayerMask incorrect parsing from breaking the rest of the document
Merge from heldentity_persist_anims_subsystems_fix
Only run fallback check against stuck persisted animations when necessary
Moved the crate slightly away from the window in radtown to prevent players from looting it through window gap
Replaced the one sided sign on the window with a two sided variant
Scene2prefab
Prefab filters can now check topology in radius using generated distance transform fields of Chebyshev distance to the nearest texel of that topology. Effectively a per-stage cache of distance from topologies to avoid walking texels.
- Built in two-pass Burst
- Built per-stage only when a stage has asked about a bit 100k times to make the building worth it. Bits written mid-stage fall back to the existing texel scan (decor that writes topology as it is placed)
- TerrainTopologyMap.GetTopology picks fields or the existing texel scan
New tests compared with previous baseline show 8-12s saved (Cliffs Hills & Cliffs Hills Small) depending on the seed. Roughly 3% time savings across the entire generation.
Radius scans per run dropped from 8.76 billion -> 2.12 billion.
Prefab placement is slightly stricter as fields check a full square of texels whereas the scan clipped corners at radii of 1 or 2 texels. Recorded a 1.6% reduction cliff hills small placements (0.7% of all prefabs)
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Add persist settings to player model animations for the entities which used to have these, before these anims got replaced
Add a fallback in case of us ending up stuck in an animation that we were persisting but never received a clear event for
Add tests to prove that the code doesn't allocate (not just that it works)
Fix so ints can read float values again (that's the way it used to work before)
- Fix held entity persist player model animations (after using last item in a stack) not working with animation subsystems
- Remove a redundant List.Contains in AnimationSubSystem.ReleaseHandle
merge from automated_testing
Reduced machete network range from medium to low
Preemptive decal layer fix before shader is fixed.
S2P.
merge from automated_testing
Fixed a bunch of incorrect mesh collider import settings that the automated tests flagged up
Stop character creator windows moving when orbiting around
Add crouch blends for turning anims, it used to just snap before.
merge from critter_animals
Fixed remaining ceiling light layers.
S2P.
add warning ignore for compiler fix
Generator LODs and WIP Col shape
removed inventory controller, pointed player preview to base player animation controller