136,646 Commits over 4,444 Days - 1.28cph!
merge from tc_reskin_storageadaptor_fix
merge from binoculars_nre_2
Bradley Heavy Scientist prefab & initial setup.
Bunch more wip spawn setup/functionality
Increase refresh interval from 5m -> 45m
Add `ping_refresh_interval` to modify how often ping refreshes
Set to 0 to never run ping estimation
Return ping results after each iteration rather than waiting for all 5 iterations to finish before returning any results
Update ping manifest
Add `ping_parallel` to switch between pinging sequentially and pinging all endpoints at once (default false)
Add `ping_samples` to control how many times to ping each endpoint (default 5)
Egressing cargo ship on save will continue to leave the map after load
Add more quick options to spawnicon editor & Set LOD to highest
Also update (mostly wheel models to now face the same way) & add more spawnicons
Hammer: Increase size of "size" status bar to be able to fit the entire text
VRAD: Add more info to "Patch Sample Radius Clamped" warning
Fixed a weird regression with static props
player update. double barrel shotgun anims set exported after edits
fully greyboxed worker house and master house
Merged topology/build zone fixes
Swapped legacy sink over to serverside. It's sync position anyway
Fixed storage adaptor not working after reskinning a tool cupboard
Initial health-based spawn group setup.
Rename scientist prefab ahead of removing variant.
Manifest after rename.
Increased the amount of bullet impact and decal effects warmed up during loading time. This elimitates the stuttering when spawning a big amount of effects prefab for the first time (e.g when a fight starts and bullets start flying)
Fixed error in junkpile during sink and destory method when in editor
Move scientist code to a separate bradley file while I'm at it
Additional scientist spawning functionality.
merge from motionblur-wind-fix
merge from moonpool-reflection-fix
Added LOD5, tweaked AO for consistency, and updated the prefabs
Tall cliff whiteboxes
Test autospawn prefabs
Debug scene
Remove client UI button for ping estimation
player update. exported/setup double barrel shotgun anim set
Fix linux compile (case sensitivity)
Restore "gamemenucommand RestartWithNewLanguage"
Fixed render.SetLocalModelLights ignoring last light
Fix Bootil memory leak when trying to extract buf to invalid filepath
Fixed NPC kill related achievements not working
Remove more unintentional files from the fallbacks vpk
Quick Rotate Model +/- 45deg yaw button for spawnicon editor
Also more spawnicons of built-in props
Iterate over Unknown Addon mechanism
Do not try to mount Unknown addons (they could be banned/backdoored), detect demos/saves/dupes and push them to their own list
Moved extracted .gmas from addons/ to cache/workshop/
This simplifies code for the game
Rework menu_cleanupgmas to take into account server downloads
Meaning, Workshop files downloaded from servers and extracted, then deleted by Steam in 2 weeks, now get detected as useless extracted versions and are prompted for deletion.
Fixed moonpool reflecting the sky when water reflections = 0
Merged main into wire_slacking
Reverting
95562 electrical button power burst change, back to 2
Fixed Timer Switch not deployable ~1 meter below ceilings
player update. water pipe shotgun holster position edited
playerupdate. water pipe shotgun anim set exported and waterpipe wm reload anim edited
Fixed electrical components consuming 0 power still mentioning 1 power usage in their information panel
Explicity show 0 power usage on electrical items consuming 0
Added 'selectitem' command to allow non-admin clients to use pipette without the item giving part
Codegen
Fixed charge and deplete battery commands compiling issue on client
LOD4 and prefab setup for truck models
merge from wr_minigun_reload_fix
fixed metal roof tga not reading correctly
Added 'pipette' command: gives you the item you're looking at and places it in your hands
If you already have it, swaps it with your currently selected item
player update. exported/ setup water pipe shotgun anims
Got wind working with LODing
Fixed a crash related to static props on map load for certain maps
Not an ideal fix, but it works.
If a spawnicon does not exist, try to look in addons as well
This makes it so that you can still edit icon, but if you do not have a spawnicon rendered, and a workshop addon provides ones, the game will use the workshop one as a fallback.