198,675 Commits over 4,140 Days - 2.00cph!
Water carving now uses the exact shape of the player capsule collider everywhere rather than approximating some things with the axis-aligned (!) bounding box
Disabled autocrouch when swimming / admin flying since it would glitch out the capsule collider when swimming underneath something with a water carving volume
Environment volumes now allow using a custom collider (like a mesh collider) for their trigger (any custom collider on the game object will be used, if there is none the default box collider will be added)
Underwater lab monument prefabs are no longer using Scene2Prefab
modules meshes updated to latest
fixed hatch tube cap collider
ladder volumes throughout
Added link-stairwell-bottom-e and link-stairwell-bottom-f to cover two edge cases where none of the current circular stairwell pieces would fit
Underwater labs convex mesh volumes - all the combinations should be possible from this set of volumes
backup build scenes
underwater labs hatch material setup
Merge from voiceprops/dlc
Added client convar LaserBeam.PrintQueue to print the state of every laser (queue state, length, time since last update)
Player null check in RecorderTool
Added LaserBeam.debugcollisions to print out if the lasers are hitting something
Moved the laser origin point slightly further out from the laser light collision box
Get the discofloor looking good with the updated audio input
Put GetFakeInput back, we actually do use it!
Select the best audio sample size to roughly cover the last frame (within reasonable limits)
Since we only care about the overall volume, use GetOutputData instead of GetSpectrumData. No more need for an FFT.
Removed unnecessary brackets
Now getting an RMS value from each call to GetSpectrumData by taking the square root of the squares of each value, although no one is completely sure what exactly GetSpectrumData returns for each frequency band.
Removed GetFakeInput since it was unused.
Fixed crazy massive bug with the wire tool texture
Slightly safer on/off check on LaserLight
List disco floor large tiles variant as a unique item in vending machines
Do an commit with no real changes to laserlight.deployed, in case the build server needs a reminder to update it
Basic neutral post profile for use in underground areas with the new stack
Added a server-side double check that prevents players mounting mountables if dead or wounded
Adding test mesh for volume_1200x1500_1way_moonpool
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Fixed a minor issue with the loading screen (Community Contribution)
Fixed Entity.SetColor erroring without any arguments
Updated TTT language files
Disable materialsystem changes on dev as well
Cabin crew furniture set greybox models
cabin crew furniture greybox files
player eyes rotation bug fix
updated player downed anims
kitchen furniture greybox models
Fixed duo sub size and rotation
fleshing out rooms and initital lighting - end
Re S2P caves - local issue introduced missing meshes