110,890 Commits over 3,897 Days - 1.19cph!
merge from fix_copy_paste_wires -> main
Fix auto-snap not being disabled when client convar is disabled
Remove debug logging from copy paste
Fix wires being at wrong height when paste is auto-snapped to the terrain
Battering ram door loading
merge from fix_quick_craft_multiple -> main
Restore propane bomb world model
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- adjust ray march step count for the different quality levels, 128 at highest, 56 at lowest
- add jittering to ray origin to disguise artifacts from lower step counts, with jittering intensity reduced towards horizon to prevent too much noise
- fix slow render target resizing
- fix reprojection issues
- adjustments
Battering ram door joint can now break
When breaking, we spawn a door server gib
Update: added search support to bin snapshot viewer
I think I have all I need to explore the broken profile
Tests: opened the borked profile snapshot
Siege tower doors now reverse backwards if theres something in the way whilst opening
mutelist_expose_steamid -> main
Expose users steam ids on chat.mutelist
Bugfix: fixed reading string f rom the binary snapshot
- Forgot that they're not null terminated - this fixes random characters at the ends
Tests: Opened borked editor snapshot
More building volume changes to try and allow door placement
Update: added ability to display sub range of thread track in Bin viewer
- also supports rudimentary [N] input to resolve syncpoint indices
- added mark index to view as well
Tests: vizualized borked editor snapshot
exported 4 reload anims for vm mini crossbow and the rig again so all 4 bolt joints are in the correct postion
More checks to prevent a user from pushing the siege tower from a higher point on the tower
- Dont use Protected flag
- Added up to Reserved19
Update: display call depth for marks in bin viewer
Makes it easier to track callstack consistency at sync points.
Tests: opened borked snapshot from editor
Removed animation rigging package (added when experimenting on horses during hackweek)
Fixed siege tower wheels using incorrect material on LOD3
-Add more profile markers to heli
-Use fast broad grid check instead of precise one (heli range is 150m but cells are 32m wide, so we are not getting that much precision by using the narrow phase)
Update: reworked the bin vizualizer to have a different layout
- Able to jump to sync points in the list
- Able to view specific thread's stream
Couldn't figure out how to do nested dynamic scrollviews, so went for a different approach. Already revealed a question mark about some names having invalid characters at the end, though doubt it's the contributing factor
Tests: loaded up a borked binary snapshot, was able to inspect it
Hopefully that prevents all building spots on the tower
Avoid Siege Tower flag conflicts
Ballista constructable gibs
Added Medieval Metal Double Door Models
Add smoothstep reverse fresnel opacity option
Fixed battering ram and catapult flag collisions
ignoring null GameObjectRef fields for prefab validation, as they can only be runtime use
- null fields weren't being handled, but a non-serialized GameObjectRef was added in
106912 and tripping up manifest generation
Restored catapult propane bomb item
Manifest
Fixed catapult reloading conflicting with the push interaction (caused by 109676)
compile fix for leftover editor only HotReload util in LookAtIOEnt
Fix heli adding player multiple time to its targets
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Fix mistake than meant grid cell was queried but not used
Also don't iterate at all is ignorePlayers is true, instead of skipping every entry inside the loop
Only search for targets in grid cells around heli, instead of iterating on all players on the server
When adding a new target, instead of iterating over all existing targets to see if we already have it, use a lookup table (squared complexity > linear complexity)
Remove invalid targets by index instead of removing them by reference (squared complexity > linear complexity)
Compute foliage placement prototyping
Only search for targets in grid cells around heli, instead of iterating on all players on the server
When adding a new target, instead of iterating over all existing targets to see if we already have it, use a lookup table (squared complexity > linear complexity)
Remove invalid targets by index instead of removing them by reference (squared complexity > linear complexity)