156,091 Commits over 4,536 Days - 1.43cph!
PR: Type-check all arguments of player_manager.AddValidModel
Delete SCRIPTNAME and SCRIPTPATH setting code
* This is apparently a left over from when SCRIPTNAME and SCRIPTPATH globals existed for the currently executed script.
Resolve default cubamap refcounting with recent changes
Minor fixes
Fixed normals on ConsoleBox models
StudioMDL: Adjust behavior of no $cdmaterials
* A small fix for internal model paths (modelsrc/ => models/ in generated path)
* Tell the user if $cdmaterials is not provided, and display the generated path
* Made the generated path have consistent slashes
Adjust ConsoleBox05a material to be less reflective
Add HDR version of the default cubemap
Update localization files
Fixed a graceful crash with prop_vehicle_crane
Fixed "Invalid HitboxSet" warnings with util.Trace
Minor cleanups
Bump exe/dll versions
- Apples have a very small chance of surviving (10% chance) if you dont harvest them before harvesting the tree (coconuts will have a much higher chance of surviving)
- Removed the chance of fruit to fall when hitting a tree
- Natural beehives will still always spawn honeycomb + the swarm when fully harvesting a tree. This behaviour remains unchanged
Adding new sheep animations
Apartment complex set isSafezone to true, fixes not seeing hostile warning when close
Remove BlockPlacement tag on prevent building, fixes "too close to apartment complex" construction error not working
Remove unused chinook drop zone
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merge from fix_recursive_log -> main
- fix InvalidOperationException from iterating through connections while closing socket
- prevent extra error messages from being logged after a connection is closed as the connection is kicked after any exception
merge from critter_animals
Add haptic feedback toggle to gamepad options UI
squirrel prefab and animator updates with split idles
remove sleeping from critters, most are active during the night anyways and saves some extra time
disable all of rabbit interest, taking up queue budget
Apply haptic feedback branch/shelves.
made ladder hatches skinnable, set up open/close script on them for workshop, will need screenshot code fix and also replacing with new art
merge from render_pipeline_testing
fix player eyes in player preview applying fog from the main camera render in RRP
Restored beehives to oak_b,c and e.
oak_e has 100% chance to spawn beehive (just for testing)
Add tests to prove the threaded logging system is still working with the new fix
Add 10k queued log message cap & prevent exceptions thrown while sending messages to RCON from being logged to RCON itself
- unity already protected against main thread log callback calling invoking the callback recursively but we need extra protection for RCON
integrate new frog anims, with randomness factor for different jump types
Update gamepad_configure to call the new ShowBindingPanel from the FP.Steamworks DLL so we can finally call the Steam input gamepad config screen without a hack.
Merge from fp_steamworks_more_gamepad
New automated test checking worldmodels don't have too big of an offset within them, which can cause the worldmodel outline to disappear when the outline visibility origin is too far outside its collider (was recently an issue with the ladder)
Fixed 8 problematic worldmodels
merge from customvitals_noise_fix
Fixed the custom vital template not having the background.tile sprite assigned, missing its texture - it now matches with the rest of our vitals
NMS loot room
Launch site room fix
merge from sv_clientadmin_exposures
Exposed weather.load and weather.reset to be callable on the client from the server
Codegen
Built new FP.Steamworks dlls with vibration/haptic feedback support and the ability to show steam input gamepad binding screen.
Merge: from ui_store_slim_ram/blurhash
- New: HttpImage now know how to render blurhash images as loading placeholders
Tests: navigated through store
Bugfix: if httpimagedelay expires, use results of first request that completed
Tests: navigated store with httpimagedelay 10 and waiting till it expired
Update: generate blur textures of matching aspect ratio to original image
Tests: inspected store with httpimagedelay
Add HDR version of the default cubemap
Update localization files
Fixed a graceful crash with prop_vehicle_crane
Fixed "Invalid HitboxSet" warnings with util.Trace
Minor cleanups
merge from Frog_Branch -> critter_animals
Update: StoreBundleTool improvements
- deduplicate serialized objects to reduce number of saves
- deduplicate ProxyPaths to reduce number of field-callback invocations
- document loss of data and why it happens
Tests: ran the script
exported updated frog anims
main -> grenade_client_prediction
merge from render_pipeline_testing
work around weird skinviewer viewmodel errors
Another fencing deployment pass
Fix them being sunk into terrain quite a bit by default, prevent sinking them further in while connecting to another fence
Slightly improve placement on sloped terrain, allowed them to be placed at an angle (within 20°)
Got rid of a baked in rotation in all of the sockets
Water treatment plant and sewer branch loot rooms