198,702 Commits over 4,140 Days - 2.00cph!
Updated convars; fixed NaNs and NREs
Fix most skin viewing being broken
Updated Tool Cupboard mission wording
Fixed viewmodel lingering for several seconds when cinematic starts
Clear rendertexture assignment when SkinViewer is destroyed
Typo fix
Added ability to check existing inventory when a craft mission objective starts, will mark that step as completed if the player already has a target item in inventory
Applied new behaviour to craft campfire objective
Remove "Don't allow tutorial allowance to go down" log
Merge from /main/media_projects/deckard
Cinematic scene file tweak
Temporary Panel related fixes (OnRemove, SetParent)
Temporary Panel related fixes (OnRemove, SetParent)
Try using v4 actions for everything
Downgrade Linux/Mac to v3
Check for null in Panel.SetParent
Rollback download-artifact to v3 as well
Rollback download-artifact to v3 as well
Downgrade Linux/Mac to v3
Check for null in Panel.SetParent
Try using v4 actions for everything
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Bradley doesn't take damage from scientists.
Delete demos off disk past a certain quota to avoid consuming entire disk during upload failure
Add `server_demo_disk_space_gb` (default 30GB)
Bradley doesn't target Scientists
▍▉▌▇▌ ▇▄█▄ ▍▆▌▍▄▇▋█ ▌▍▇▊ ▋▉▇▉▊▋▆▉ ▌▋▅█▊▆▄▋
Spawn scientists pre-aware of attacker
Added metal roof tileable textures
Tweak road scientist navmesh Y offset.
Bradley spawners set spawn type flags.
Bradley prefab update.
Allow server demos to be turned on and off at runtime
Removed cache count
Streamlined vendor name setup
Prevented spamming from overly reloading icons
▅▅█▅▄ ▆▇▍▅▇▆▅▊▆▌ ▇▅▉█▉▊▅ ▄▅▄ ▄▌▍█ ▋▅ ▅█▇▍█▇ ▄▆▇▄ ▄▉▆▅ ▋ ▉▄▊▍▄▌▆▋▍▄
Fixed another regression with Entity.NetworkVar
Added workaround to gm_load/persistance due to addons breaking stuff
Make 'Couldn't find target' warning more verbose
So you know where its coming from
Fixed a crash with AddOriginToPVS
Fixed regression with markup library
Spawn the correct scientist type depending on the bradley type (monument or road).
Added new scientist prefabs & AI design placeholders.
oilrig - sat tubes greybox models
Flag a bradley as road spawned or not
█▉▅▆▍ █▇█▄ ▄▊▅_█▉▉_▋▇▍▆▄█_▌
Removed duplicated poolable component
Ensured single vendors clear the same lists as cluster elements before generating
Fixed aggressive scene view artifacts on Mac/Metal
Initial basic scientist spawning behaviour
Fixed microphone stand incorrect power usage display in the UI
Bradley main cannon shell doesn't hit scientists
merge from metal_detector
Fixed keycards held by other players always appearing green
Bradley guns don't hit Scientists
Hardcode a stopped/deployed state for quick testing.
Simplify BradleyAPC.SetTarget calls
Refactor set target code into a separate function so we can re-use it.
oilrig saturation tube, moonpool and level3 rooms whitebox export/placement
merge from tutorial_island