111,291 Commits over 3,928 Days - 1.18cph!
Undo: of the previous undo to ensure we don't hold dangling references
Although the resources are cleaned up, the pointers are not so we end up with stale pointers on entity recycle
Tests: none, trivial undo
Only show warnings if in peacekeeper mode, powered, and player is not authed
fixed issues with non-square sculptures and increased height of ice sculpture by 25%
Undo: Partial undo of recent work to remove unnecessary DoClientDestroy callbacks
- Turns out we already invoke cleanup for sounds that are attached to network entities - meaning we don't need to manually handle it in these cases.
Was confused why pedal bike wasn't leaking it's sounds on destroy, and tracked it down to above mechanism.
Tests: Tested compound bow and flamethrower still work and don't leak sounds
PowerCounter and ElectricSwitch minor optims
initial support for smoothing sculpture through a simple box blur on elements in a sphere
- moved carving and blurring to jobs and running them directly on main thread, roughly 10x faster
- upped carving radius and scaling hit guide properly to show it
increased size of sculpture to roughly 1m cube
ElectricBattery server optims
Fixed battery deplete and charge commands not replying with the correct battery name
Fix wolves leaping at players that didn't climb on anything, or dying suddenly for no apparent reason
Add better failed path vislogs
Electric button minor server optims
Cleanup and formatting
properly set texture sizes in the import settings
added mini crossbow bolt
smaller mesh version of the wood arrow - same material
merge from december24_art_fixes
Added a tool to dump all animation clips used by the player model to a csv
Crawls through every state machine, sub state machine and override controller in the project
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Don't spawn the node sparkle until the node is hit for the first time
The first node hit is now considered a bonus hit so there will be no negative resource wise
Slightly increased how much the sparkle moves as the node gets smaller so it doesn't get stuck in a single spot close to the end
Apply optimisations to metal and sulfur nodes
Added a dedicated express button to the side of player placed elevators that can now be used to go to the top or bottom of an elevator
Added art to shield wearables so they're displayed correctly in player preview
Double the speed of player placed elevators
legacy_shelter_revoke -> main
Changed 'Server.max_shelters convar' to 'LegacyShelter.max_shelters'
reset menu tip state when component is enabled
- Can now place a second shelter if you have a first shelter in the world, but the first shelter is deleted
- Display a warning when hold placing the second shelter to tell you the first one will be nuked
- Rebuilt phrases
Update: recylce RotateWhenOn's sound loop
Tests: none, trivial change
Update: sanity-recycle sounds when procedural lift is disabled
Tests: none, trivial change
Update: recycle SpinUp layer sounds on disable
Tests: none, trivial change
Bugfix: Flamethrower now works if continuing fire after quickswitching
Tests: in editor, did normal firing with quickswitching intermixed
mini crossbow viewmodel anims and skinning edits
Initial work:
- Shelter now takes 1.5 sewconds to place
- Added logs
- Force workcart to drop storage container loot
Bugfix: Flamethrower sounds leaking or missing, pt1
- Recycle sounds when destroyed or holstered
- Start play pilot sound on deploy (used to only take effect after firing)
- Cleaned up a bunch of comments and whitespaces
There's one more bug to do with holding the fire button while quick switching away and back to flamethrower, that's next.
Tests: in editor fired and quick-switched away then monitored audio.printsounds
Storage monitor server optimization
Fireball light animation tuning