249,927 Commits over 3,959 Days - 2.63cph!
Add convars to modify server events
`print_server_events` will list all events & their settings
`set_event_enabled <event> <true|false>` will enable/disable events
`set_event_min_delay <event> <delay>` will set in-game hour minimum delay
`set_event_max_delay <event> <delay>` will set in-game hour maximum delay
Fix spline loop (de)serialization
Gauss: add loads of screen punch when firing a charged shot
Health and Armour kit pickup
Add continuous shake whilst charging the gauss gun
Gauss: Damage is evaluated on a curve based on charge power, drain ammo whilst charging until fully charged
Doh lets always subscribe Terrain OnTransformChanged
Add Gauss Gun, missing ricochet, screenshake, charged damage bonus
Bespoke grenade crosshair
-Ballista LOD material fix
Tripmine uses collider now
Create primitive gamemode prefab
Always prefer explicitly set hostname for server name when running a dedicated server
Also expose ability to modify a weapon's workbench level via an override
Add ability to override crafting cost & crafting time of items based on the era
Progress on foliage instancing: noise generation on gpu, fixed compute placement sync issues, wip instance data offsets and usage in foliage shader.
Cleanup of avatar masks for player/humanoid animations + added a collection of masks useful for isolated anim playback.
Merge from media_projects/player-copy-fixes
Leaderboard backup, run #
16685
Basic handling for the hopper to recognise when the attached container is full
Reuses industrial logic, so it won't try and collect items when it is full but it will collect items that it can stack
Hopper won't suck up items if construction (building blocks) is in the way
It can pull items through deployables
Cleanup, moved most processing into budgeted methods (see server.hopperAnimationBudgetMs convar)
citizen_human_male_REF file
Require power to run, hooked up industrial ports so it can act as a storage adaptor
Various prefab setup, fixed some item movement issues
Runtime hash set to check for allowed types. This should be done in code gen instead
Added SyncVarConditional, this ensures a Func successfully return true before calling OnValueSync
Created base SyncVar class. Use generics and hook the getter/setter instead to save on memory
First pass on hopper functionality
Setup attachment for large wood box, sucks up any dropped items in a 1.5m radius and deposits them into the attached container
Holosight reticle now resets to the default red colour while the NVG camera is on, eliminating the slightly different appearance of the different colours combined with the NVG post fx
Automatically switches back to the selected colour when the NVG camera is disabled
Move some input code from Sandbox.System to Sandbox.Engine and hope it doesn't break menu now
Don't play notice when topping up on grenades
Grenade supports consuming ammo
ci build-menu uses new path
Fix incorrect docs in Vector3Int
MenuBuild uses ToolAppSystem so everything is set correctly like Application.IsHeadless which was likely stopping it from compiling new menu dlls
Environment volume updates for the above ground / below ground transition pieces
Environment volume updates to better fit the shapes of the underground train tunnel segments
Shadergraph: Output texture attributes for LightSim_DiffuseAlbedoTexture, RepresentativeTexture using first occurring texture result from albedo input
ProceduralMapRailSimple and ProceduralMapRoadSimple fixes