147,407 Commits over 4,444 Days - 1.38cph!
Fixed charms picker background dismisser not closing the dialog
Fix 4 pool leaks that got flagged
Move the attribute to Facepunch.System so it can be used in more places
Apply it to 42 more suitable methods across the project
apartment wing prefab - all sentries placed
Added bloom clamp, diffusion, and dirt texture for the RRP bloom
Fix null texture warning when switching between AO apply options
monument blocker - vent -- adding collision for every stage
Fix motionvectors in AO apply pass
Fix temporal blending issues
Fixed VM stats not working on rentable shops
Fixed not being able to buy things from rentable shops due to distance hecks
Add signage.adminscanalwaysupdatesigns replicated convar, controls the previously hardcoded behaviour of admins always being able to modify signs regardless of locks, build status, etc (made testing permisisons harder)
Fixed the sign attached to rentable shops being editable when the shop is closed
Fixed the sign attached to rentable shops being editable after using the randomise shop owner convar
- Make CardReader, ElectricSwitch and ElectricGenerator powergrid entities to give them the option to only passthrough power if there is an online powergrid. Enables setting up puzzles which depend on the powergrid
- Improve how powergrid IO access points were handling changes in available power
- Don't add entities with "require powergrid" disabled to the list of powergrid entities to update
Merge from PlayerRigUpdate2 (snowmobile/bike reaction layer refactor, no player facing changes)
Delete PlayerModelReactionEnded state machine component
Remove React layer from player animator, now handled entirely by sub systems
Remove 3 associated parameters
Fixed pelvis movement on low react weights
Call BaseEntity.Query.Server.Remove() earlier inside DoServerDestroy so if it does throw an NRE later in OnServerDestroy it's still removed from the lookup grid
Fix BaseEntity.Query not checking if the entity is null / destroyed (to prevent entities that fail to be destroyed from breaking queries)
Merge from voice_delay_fix_attempt_2
Flip around the position and data increment
Remove client.SetPlayerSeed convar (duplicate of client.playerseed command)
Hammer DPI scaling improvements
KeyValuesToTablePreserveOrder further tweak
* Do not turn 0 to 1 key if there's only 1 key
Fixed Hammer Entity KeyValue names drawing over the second column
Standalone lightbox mesh.
Fix DeepSeaManager using Destroy() when killing the deep sea after it's disabled instead of Kill()
- probably not the cause but better to be safe
merge from attachment_charms
Fixed missing UnityEvent attribute on charm icons
Fix World.Spawn not checking if prefab is contained in the new serialized GameObjectRef[] array for spawning specific monuments
Wasn't a problem testing maps in C+S in editor but could have been problem in future if regular procgen maps made use of this array
merge from water_splash_sound_fix
Restore movement sounds reference on the player model
Fixes water impact splash sounds not playing
Add airfield and supermarket to procgen test map
merge from main -> apartment_complex_monument
Fix `immortalProtection` static field inside ProtectionProperties not being cached on the server (because it was only calling IsImmortal() on client in the item info panel
- fixes server apartment entities not being set immortal
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Cobalt Statue - Minor texture fixes
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First pass on airfield maintainable monument terminals
- 1st terminal increases air drop event timer tick rate (2x speed on countdown)
- 2nd terminal calls in a chinook to drop a crate at specified drop zone (or redirects if already present)
Will hook into power grid, with fuse "puzzle" to choose between terminal options
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Glass AR - split viewmodel FBX for weapon and magazine, added sequential alpha clip to bullets
merge from fueltanks_wiring_fix
Allow fuel tanks to be connected together
Fix NRE in PhoneController.Server_AddSavedNumber()