194,276 Commits over 4,079 Days - 1.98cph!
Deleted my old peacekeeper prefab
Peacekeeper prefab update and compound test scene update.
merge from AI main branch
Removed now unused ScientistNPCSpawner.
Fixed AIMovePoint gizmo NRE.
Updated AI tool.
Merge from viewmodel_bugs
Fixed issue with skins that have a cutout override.
Fixed camera issue in workshop editor
Deleted bandit_guardNPCAd prefab
Replaced bandit_guard prefab with my one.
Added 2 new arguments to CanTool - the toolobject and the button used (left/right/reload = 1/2/3)
Apply 'extended' to default derma fonts
Excavatar test scene update
Scientist_junkpile_pistol prefab nav fix
ScientistNPC prefab id update
DNumSlider now colors the notches and the DTextEntry text to match the slider label
Added DSlider.Set/GetNotchColor
Added SKIN.colNumSliderNotch
Improved slider notch rendering - ensure all notches have at least 1 pixel between each other, and fixed the last notch not rendering for sliders with a range that isn't a whole number
junkpile_a, junkpile_g prefab updates
Deleted placeholder junkpile pistol prefab
apply scientist_junkpile_pistol shelved prefab update
merge from ai main branch
Fixed the first preset group not loading correctly on first map load (??)
Applied client editor brain nav shelved fixes.
Applied AI tool shelved changes
Fixed Lua errors when trying to gm_load phys_magnets that were map created when saving
Use ErrorNoHaltWithStack for numpad.OnDown/OnUp errors when given an invalid key
Fixed prop_vehicle_crane crashing the game when it is missing its magnet entity
Tell cards chat not to show in the server console log
Fixed chat not disabling correctly on Esc key press when in the poker UI, causing interaction to become unresponsive
NRE fix. Never try to kick idle players who aren't in the game.
Fix players who are idle waiting for a poker game to start being counted as if they were idle IN the poker game for that amount of time
Fixed SubOnPlayerLeaving warning about "GetTruePlayerIndex while no round was in progress"
Fixed blinds counting as player input (it stopped players getting kicked for inactivity)
Created proper roughness map for ground foliage
Adjusted material settings
Replaced dry grass in arctic biome with better fitting meshes
Various diffuse map adjustments / painted subtle gradients to make some plants less flat when it's overcast / lightened up parts that were too dark
Made moss use the same material as other forest plants
Removed some old meshes that were used for testing
merge from viewmodel_bugs
Fixed issues with incorrect FX parenting
Fixed misuse of FirstPersonEffect and EffectAudioPerspectiveSwitcher on a lot of our FX prefabs.
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Applying Matt's small stash fix
Fixed env_sun glow overlay not working properly with the poster command
added gibs for snowman, scarecrow, tuna wall light, storage monitor, reactive target, solar panels roof and snap trap (bear trap)
Sewer branch changes
-shortened the road out of the monument
-fixed missing pillars in the sewer_bigroom_a collider
-chairs are interactive
LS Bag o Fixes:
- fixed missing colliders at sewers grilles
- fixed lightpost towers not being climbable everywhere
- more accurate colliders for fuel storage tanks
- fixed red pipe of death (this is a hacky fix)
- improved colliders on dirt mounds
- improved warehouse LOD3 imposter texture to be see through on windows
- improved road connection to the site
- fixed underground red pipes clipping in concrete
- potential fix for being able to use doors on the rocket side puzzle
- fixed puzzle door clipping through wall when opening, fixed some loot clipping or blocking door opening inside puzzle room
- air duct vents inside the offices cannot be seen through anymore by jumping
- fixed a gap in the LS warehouse model that gave an peeking advantage
- made chairs interactive static chairs