125,674 Commits over 4,171 Days - 1.26cph!
Replaced conveyor toggle input with Turn On and Turn Off inputs
Cleanup
Modified save data structure
Exposed the cost of researching default blueprints (server.defaultBlueprintResearchCost, defaults to 10 scrap)
Improved DAdjustableModelPanel movement (Community)
Removal of hard-coded keys
The cursor is no longer displayed when moving
Fixed a bug where the pitch did not stay between -90 and 90 degrees, which resulted in an inverted yaw
Space and control keys are no longer relative to viewing angle
Replace a few other instances of string concat with format
For where SendLua is used
Get rid of the "Sorry! You can't spawn that NPC!" message
NPCs spawning is the only thing that does this, and it doesn't make sense
Toolgun improvements (Community)
toolmode_allow_ convars are now properly replicated to clients
Fixed Holster being called twice in the name of releasing ghost entities
Fixed a bug where the toolgun does not call Deploy on the first tool that is selected
Added EP2 vehicle radar material fallbacks
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Add item filter on quarry fuel storage to only accept diesel
Removed map name from being searched when using server browser, will still show
- fixed Arg.GetPlayer() returning first player on server
- fixed ulockall not working on self
- added ability to specify userid after 'resetbp <user>'
- seperated "unlock" RPC by removing "open codelock UI" rpc
- prioritize "changelock" when codelock is first placed
- prioritize "lock" when codelock is unlocked
Fix Lua error from a Pull Request
String extension optimizations (Community Contribution)
Added string.Interpolate (Community Contribution)
Faster string path extension methods
Do not use string metatable methods in string extensions
Apparently its faster this way
Adjusted update culling ranges for water junkpiles
merge from shipping container props update branch
shipping container models update
rusty material color tweaks
Switch screen size to use Display & save some additional convars
cherry picking new SC textures
roof blocks polish, lod transition polish
Switch to the same placement rotation as the weapon you take from a rack.
Press shift to rotate a weapon when placing.
best placement calc fixes for rotation
rotation placement checks
rotation serialization fix
serialize rotation.
protobuf.
made client-side rotation control a convar for testing until I add a keybind.
fixed some left over offsets
shipping container skin wall frame / floor frames models and prefabs
Fix case where items with a stack size of 2 wouldn't transfer through a conveyor attached to a splitter (another rounding error)
Fix not being able to place deployables on top of industrial pipes
Added TransparentWithDetail shader to the always included shader list (Unity 2019 version)
Fixed some filter pass/fail passthrough issues on the conveyor
Added colliders on powerline tarps - prevents dropped items being hidden
Updated deploy effect for trophy item to better match visual material
Fixed incorrect physics materials on building part gibs
Remove references to consuming fuel in the Turn On/Off interaction description for the electric furnace
Can now place doors even if pipes are obstructing the space (added an AllowDoor flag to ColliderInfo)
Fixed storage adaptor being invulnerable
Reduced ragdoll maxDepenetrationVelocity from infinity to 0.1. Forces limbs that are overlapping to exit the overlap slowly and smoothly. I'm no longer able to reproduce ragdoll jitter in any situation.
Fixed being able to pickup deployables that have a storage adaptor or workbench attached (fixed box storage, workbench, ovens)
Industrial crafter now needs to be empty before it can be picked up
Electric furnace description tweak
Remove unusued position setting code, since if we ever need to do this on a ragdoll, we should be using rigidbody.MovePosition instead
Increased ragdoll rigidbody solverIterations from 6 to 10, and solverVelocityIterations from 1 to 10. Only applies to ragdolls (client-side). Massively reduces problems with jittering limbs.
Enable projection on all ragdoll joints. Brings violated constraints back into alignment even when the solver fails. Should reduce instances of extreme stretching.
Client-side ragdoll ignores server-side corpse collider on listen server. Improves ragdoll jitter with editor in C+S mode.
Simplified some recursive behaviour on the conveyor
Make sure Panel:GetChildren table is always sequential
Minor improvements to ents library internals
Update language files
Simplify GM:OnUndo implentation
Remove .res from LFS
pairs => ipairs
Updated TTT: Fixed zoom keybind handling (Community)
Optimize some Lua code (Community)
Remove .gwen files from LFS
Implement automatic cleanup & limit translations (Community)
Automatically try to translate missing Sandbox cleanup & limit translations
Don't re-register net receiver for editvariable multiple times (Community)
Added links to Server and Modding guidelines to Legal tab in Options
(Community Contribution)
Allow weapons and entities to set their own classname
(Community Contribution)
Splitting network thread into two threads (read thread and write thread)
grid helper functions now support rotation.
Removing locks in GetStat, GetLastPing and GetDebug since they're only called from the main thread, which is the only thread that can disconnect the peer
Scene setup for water FX.