193,910 Commits over 4,079 Days - 1.98cph!
Merge from meshlod_converter
Fixed MeshLOD not getting properly assigned to InstancedMeshFilter when converting (the mesh renderer was being assigned so it should still work)
Fixed local gesture not transitioning out properly if the gesture was cancelled via the server
Fixed null reference exception when using Last Used code button on a modular car codelock
Fixed slack rotation issues when placing the light box on angled surfaces
Fix rocket consuming ammo before EyeHack is checked, causing rocket to be consumed even though nothing was fired
Added new fur setups to cinematic rig
merge from flamethrower_informationpanel
merge from allow_barricades_monuments
merge from qol_show_teammate_building_guide
merge from qol_show_teammate_building_guide -> aux2
fire arrow viewmodel/flight sounds
unique sounds for HV rockets
merge from allow_barricades_monuments -> aux2
Attempt #3 to get the monument of a collider, keeping in mind that client builds split the monument into a flat hierarchy so we can't just look for the MonumentInfo in the parent
- fast path is see if the `prevent_building` collider is already tagged
- slow path is using a physics cast to search for `prevent_building`
- caches to avoid falling back on the slow path every time
merge from waterpump_deploy
merge from qol_building_blocked_visual
merge from qol_reduce_f15_volume
Pass null when checking IsInvoking() instead of getting a profiler key
Fix NRE in profiling key creation if an entity is killed while an invoke is happening
Merge from main -> allow_barricade_monuments
Add "Building Guide Preview" to options menu
- Always
- When Building (default)
- Disabled
Fixed crashes when certain models are spawning gibs
Models from other games that may reference non existent gib types
Fixed logic_collision_pair not really working at all when spawned by map
Improve kill feed NPC names for map spawned NPCs like rebels
Episode 1 intro fixes
Updated the deploy sound to something more appropriate (was using the goold old tuna can lamp sound)
Tweaked water pumps deploy volume so they can be deployed in a triangle
Split off code into static class BuildingGuideManager.cs instead of inside Planner (where there can be multiple)
Start adding convar
Merge from main -> qol_show_teammate_building_guide
Added an UI information panel showing flamethrowers damage and range values
added inverse mask for concrete edging cutouts.
Reduce F15 flyby volume by 45%
added first pass roofing asphalt mat for Radtown use.
Finally fix building blocked guides not showing in standalone builds
- find the largest volume before PreProcess destroys the heirarchy
Merge from main -> qol_building_blocked_visual
Updated large medkit description to include the 100% chance of recovery from wounded state
radtown gate bug fixes, collision, lods
Structures folder, converting to MeshLOD, Removing some Material Setup components
merge from samsite_togglemode
Props folder, second pass converting to MeshLOD
Tweaked the new input behaviour
- no power -> switch to the mode set manually
- powered -> swith to the other mode
https://files.facepunch.com/Flavien/a6t5qI8rzoaSdQzP.mp4
Also renamed both modes for clarity:
'Enable Defender Mode' -> 'Defender Mode'
'Disable Defender Mode' -> 'Target All'
Correctly hide the progress bar when unlock minigame finishes successfully