113,769 Commits over 3,959 Days - 1.20cph!
m4 shotgun viewmodel - set effects folder, improvements to fractional reloading
Terrain base pyramid texture block compression; saves ~80MB of VRAM (88% reduction)
Add alarm to trigger when radiation starts to become active (>10) to large & small oil rig
Add convar `oilrig_radiation_alarm_threshold` to control the threshold on oilrig for the alarm to start (set to 0 to play when crate is taken)
Codegen
exported treadwater anims and added to player anim controller
Tweaks to ExplosionsOverlay component
Added air race checkpoint models
Updated Legacy Furnace FBX to most recent version
Add craggy terrain to both oilrig scenes to get rid of error when trying to play scene
Add green spinning light entity & respective materials
Generate manifest
Add green spinning lights to the bottom of both oil rigs when radiation is active
merge from main -> oil_rig_radiation
Fixed sunlight scattering in clouds looking square and not matching actual sun direction
gingerbread triangle roof gap
Remove dig as a menu option.
Override Hurt to dig.
Adjustable dig distance.
Temp flag model changes.
Dig mechanic changes.
Legacy bow model and texture updates
viewmodel and world model changes
Build fix for teleport commands
Materials after prefabwarmup (definitely not enough)
merge from align_client_forward
merge from teleport_commands.
merge from modding_prefabs
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merge from building_skins_4
merge from pickup_car_lift
fixed offset in gingerbread triangle roofs colliders
Merge from Twitch_Rivals_IV/map
Add `player_state_cache_evictions` convar to print the number of times the cache has been evicted due to not enough capacity
Add `player_state_cache_count` convar to print the current size of the player state cache
Add `player_state_cache_size` convar to change & print the capacity of the player state cache
Increase cache size from 1k -> 10k to reduce the cache misses & reserialization when at high pop with teammates offline
Merge from Twitch_Rivals_IV
Prevent wire tool from NREing when trying to right click remove points if it gets into an invalid state
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Added new entity privilege system. Swapped legacy shelter over to using it.
Oops, already had some code for PositionTickRate
Use FixedUpdate tick for the player corpse position sync. Seems to keep them in sync with vehicles they're on a bit more reliably
Added support for showing all members of every team on the map while spectating
For this to work the spectator needs to run "global.toggleSpectateTeamInfo 1" to start sending the data
By default all teams are shown, on the client the BasePlayer.filterSpectateMapTeamID can be used to filter to a specific team (0 = show all teams)
Map markers are shown in the correct team colour and will match their nametags
RelationshipManager.createAndAddToTeam will no longer NRE when attempting to assign a player to an existing team (they will get assigned to that team)
Moved colours for friendly/hostile/clan into static colours instead of the player nametag prefab for access elsewhere
Don't interpolate ragdoll rigidbodies on the server side. This change actually improves the collisions, weirdly enough.
Set default ragdoll collision mode to Continuous Speculative - same rationale as for dropped items
Enabled ragdoll <-> vehicle collision
Fixed AddRenderer on SkeletonSkinLOD being called before Awake when using server-side ragdolls
Merge from Twitch_Rivals_IV
Merge from Twitch_Rivals_IV/racing