112,042 Commits over 3,928 Days - 1.19cph!
Fix wheel trouble more + adjust sidecar angles
More sidecar work, fix collision trouble, fix wheel trouble (mostly)
Fix some incorrect transformation in RepositionEntitiesFromTransfer
Add some logging to troubleshoot why positions might go bad after a transfer
Added the ability for a viewmodel to disable the arms skin mesh entirely, useful for clothing like hazmats where we never want to see the skin
Added a clip mask feature to the skin shader, allows us to mask out a particular area of the hands
Exposed a clip mask texture field on the ViewmodelClothing component so we can declare a mask per clothing item (eg. show the skin up to where a set of gloves begins, mask it out underneath the gloves though)
Only current issue is that the clip mask doesn't work with the viewmodel camera, will need some shader help for that
Fix gameplay bulk events & lag spike events not using data object format
Fix server_id missing from the CSV tables
Working on a sidecar with hinge joint and separate rigidbody
Auto-reopen the attack heli gunner UI after transferring between servers, if it was open before transferring
Fix the gunner UI postfx overlay staying active for the gunner if the heli turns off while the gunner UI is open
Add HV ammo & incendiary ammo to the mixing table
- pistol ammo = GP + Metal
- rifle ammo = +1 metal on right
- hv ammo = +1 GP on left
= incendiary ammo = +1 sulfur on right
https://files.facepunch.com/jakerich/PF33K4pcvWYvmH2U/iy3xnFV864Zc4kau.png
Also re-ordered the mixing table so all basic teas are shown grouped together
Fixed wires not being parented correctly to armored door hatches
Fix pooling warning message
Log lag spikes caused by RPCs & console commands
- default threshold 40ms
- add `command_lagspike_threshold` and `rpc_lagspike_threshold` commands to configure
Adjusted search light collider to make it easier to wire like before
Fixed manpad explosion vertex stream regression.
Freeze hot air balloons in the air while transfer protected so they don't fall into the ocean
Fixed MLRS air burst explosion streaks breaking with the new streak type.
proper setup on corrugated sheet kit
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Fixed argument exceptions in dictionary
Move packets per type from JSON to seperate CSV
Added range info to the seismic sensor item information panel UI
Fixed broken Rowboat prefab
Fixed broken rowboat prefab
Setup map marker update on invokerepeating rather than FixedUpdate
Reset the ObjectWorkQueue before it early exits when no work is present
Don't serialize queues that did zero work in a frame
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master house interior progress
Implement ObjectWorkQueue profiling dumping to CSV
Fix ObjectWorkQueue using full name instead of name of type
Enable ObjectWorkQueue profiling by default
Add `runtime_profiling_interval` to allow the flush interval to be changed (default 60s)
Fix #CLIENT compilation errors
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Updated Large Rubbish Skip Colliders
Updated Large Rubbish Skip Textures and Materials
handcuffs 3p setup - added initial anims, created override controller, set entity to use
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Notify seismic sensor when flame turrets are destroyed
Tweaked various explosives seismic vibration levels
Fixed thrown easter eggs and halloween candies notifying seismic sensors (they're secretly grenades)
Notify seismic sensor on helicopter explosions (both players and AI owned)
exported blunderbus viewmodel anims