195,954 Commits over 4,110 Days - 1.99cph!
Transforms adjustments on set of greybox roof models
Removed cases where I was doing specific mutable state checks in trigger InterestedInObject calls, not realising that InterestedInObject is also checked to see if we should allow a collider to detect that it LEFT a trigger. Fixes spawning a car on top of yourself and then noclipping out of it causing the game to consider you still in the triggers.
Triangle roof neighbour socket fixes
Removed redundant roof neighbour sockets
Triangular wall conditional models support triangular roofs
Simplified the scripts some more
Triangle roof deploy volume adjustments
Triangle roof socket adjustments
Added conditional corner pieces to the prefabs of all tiers
Adjusted ModelConditionTest_RoofLeft and RoofRight variable default values
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Merge from building_blocks_2020
Tube and board set WaterFactor to 0 for riders
Manifest, codegen, protobuf
Reduced average collision damage a bit re staging user complaints
Fixed broken physics behaviour on the most important object in Rust: ball.entity
Adjust car steering lerp values
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Fixed steering right being slower than steering left
Improvements for flatbed parent triggers
Add an offset based on velocity for hand splashes
Tweaked disturbance component max speed for tube
Instead of polling for the contents of a vehicle trigger, use a new TriggerNotify that notifies an object when a trigger encounters something
Only check for blockages while opening on doors that swing (not the garage door)
first pass at inner tube and boogie board sounds
paddling pool deploy/pickup sounds
Clamp splash effects to board local space plane rather than water level
Fixed buoyancy NRE on tube
Calculate velocity on client for audio sfx
Move out of water check to shared space
increased minicopter decay time outdoors to 8 hours, inside to 36 hours
NPCAutoTurrets no longer shoot shopkeepers or conversation providers
Watergun flamethrower style jet test
Made Entity.Use's last 3 arguments optional, they default to:
2nd argument defaults to value of 1st argument
3rd defaults to USE_ON (matches player's +use)
4th defaults to 0 (Matches player's +use)
Fixed console deduplicating empty strings
Fixed default secondary ammo HUD not updating its visibility when secondary ammo type changes
Fixed combine soldiers only shooting 1 bullet per burst with SWEPs
Fixed combine soldiers not using weapon rest times at all (only uses SWEP rest times now)
Made all pine saplings harvestable
Removed saplings that spawn as bushes
Subtracting
51815 (ConditionalModelFallback) since it didn't work out and we now have a better solution
Rewriting everything so it sucks less
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Alternative pump style test
CQF using ILOD + LODGrid to manage culling.
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