250,323 Commits over 3,959 Days - 2.63cph!
merge from world_update_2
Fix map fog sometimes not scaling by fogcontroller
Fix duplicate not working on NotSaved gameobjects
Restore some more HL2-specific gamerules behaviors
sk_plr_health_drop_time
sk_plr_grenade_drop_time
sv_robust_explosions
Entities that block radius damage, don't block it on themselves
Do not hide servers with OOB data, clamp the data
Do not hide the server from master server if sv_lan is 1
This causes LAN servers to be invisible to the LAN tab in the server browser, which is a regression.
Mention `hide_server` convar in sv_lan's description.
Fixed a Linux crash with sv_showlagcompensation (hopefully, most likely)
Prevent harbors and ferry terminal from spawning on top of rivers
Merge from dpv_anim_transition_fix
- contains a change to BaseMountable.Mount that replaces an RPC call to ForcePositionTo with an immediate network update on the player
Make flame thrower and fire arrow more reliably scare wolves
Rename project file
Move UI to its own folder
Add IPlayerEvent
Add PlayerFallDamage, player can die
Update walker.sbproj
Ragdoll collision rules
Hud
Update scene/prefab
Inventory system, suicide, stats
world_update_2 -> radioactive_water
replaced an RPC call to ForcePositionTo with an immediate net update of the player when mounting
- both feel responsive, but seperating the change in position from the mounted state caused an edge case in anim state transitions
Wood Pile:
Balancing changes
Increased size of grass displacement map
No longer spawn ice sheets next to rivers (overwrites river splat and looks out of place)
merge from terrain-smoothness
merge from world_update_2
Reduced canyon target count from 2 to 1 to help other monuments have enough space to spawn
GenerateOceanTopology skips lake topology as well (previously only mountain topology, which was missing from oasis)
Add NoPickUp and FastDespawn item flags.
Refactor despawn timer init.
Check for NoPickUp flag when showing pickup option.
Don't print the name of every loaded resource
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added condition to normal swimming->standing transition to not be mounted
Use scene events
Some basic movement
If a wolf is stuck while roaming, kill it to save perf
merge from ocean-lightcolor-override
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mrege from world_update_2
Merge: from /main/clean_dead_code
Tests: upgraded half wall - it worked
Clean: removing code marked for deletion since 2023
Tests: upgraded half-walls - it worked
merge from world_update_2
merge from frontier_hatchet
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merge from world_update_2/Halloween_2024
Only update sphere shape when changed
Cache transform origin for sphere collider when built, use that when resizing
Merge from divesite-foliage-displace
Merge: from main
Tests: none, no conflicts
Merge from world_update_2
Optim: Recycle a list when paying for placement
Tests: none, trivial change
world_update_2 -> radioactive_water
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Make sure resources created from native keep their correct path even when using fallback (error.vmdl etc)
Make missing resource references more obvious in inspector
https://files.facepunch.com/solw/2024/September/23_14-27-LawfulPika.png
Merge from Halloween_2024/DraculaCape_Burstcloth
Fixed custom vertex streams on manpad fx
Optim: Avoid transient allocations for GetReloadMenu
This is more like a janitorial fixup rather than anything significant. Not recycling GameMenu.Options list because it's a struct, and we don't have a good strategy of shrinking containers in the pool yet.
Tests: Changed ammo for AK via radial menu
Added Tools/Find/Conflict ID Lookup tool
Fixed campfire_on.static, cursedcauldron_on.static, lantern_on.static all assigned prefab id of 0
Rebuild manifest
Stages
Kill trigger
Reset Moving platform
Update: reset radioactivity when recycling Items
Although Item pooling is not live on this branch, instead of going through merge overhead I'm just patching it directly here.
Tests: none, trivial change
Optim: Reduce allocations when running reloading logic on the server
- Added non-allocating singular IAmmoContainer.FindX methods
We've got a bunch of places where we are only interested in result but try to gather all.
Tests: Built all modes in editor. In local session, shot a couple mags with different ammo types. Explicitly switched ammo type via radial menu, and implicitly via reload-on-empty.
Bullshit file filtering
Add option to show only assets
Refactor list drawing
Put type icon in top left