139,239 Commits over 4,474 Days - 1.30cph!
Show position and network ID when entity commands are used (example: ent kill)
merge from fix_apartment_bag_limit -> main
Set apartment beds to not count towards bag limit
- not a big deal since you can only have a single apartment on the map
Add support for certain sleeping bags to not count towards bag limit
merge from delete_timed_lock -> main
Added null check when searching identified ddraw objects to mark them as cleared
Merge from hackweek_parented_ddraw
Remove timed lock code as it didn't end up being used for apartments (for accessing security guard room for 5m)
merge from hackweek_parented_ddraw
Fixed a couple issues with "Hide Disabled Tools" options
Update KinectSDK to v1.8, add 64bit support (you know, probably)
Merged Pull Request
* Fixed a few runtime edge cases
* Fixed a couple of issues with cookie.GetString - not returning consistent types, not returning values set right after deletion
Minor fixes
* Fixed Health/Armor HUD extending at 999 and not at 1000
* Fixed compile warning
* Fixed Hornet Gun giving 1000s of ammo on spawn/equip for high uptime games
* Made Hornet Gun regenerate only up to canonical max ammo (can still get 9999 ammo, just not through regen)
Fixed a crash with decals/rendermodelshadow
Pull in shelve for runtime fbx -> animation clip parsing
More tuning, fix spine twisting, make leg animator glue work better with turn in place
merge from icewall_col_fix
Shrunk nameplate inner colliders a tad
Added comment component onto the collider to describe its meaning
Post-merge cleanup and fixes
update gas station maintainable prefabs from new environment
gamesroom shotgun trap
- textures updated, still work in progress
merge from hackweek_parented_ddraw
merge from hackweek_parented_ddraw
merge from PlayerMaintainedMonuments
merge from fix_apartment_bathroom_door -> main
Add monumentblocker_barrels_100x300.entity and gibs
Fix bathroom door requiring apartment ownership to open & close
- don't need to block access to the bathroom for non-tenants
merge from fix_apartment_fridge_transfer -> main
merge fix for fridges to the correct branch
Bar stools - Added WIP lowpoly for both variants, added empty materials, updated deployed prefabs with new WIP art
Fix fridges not transfering their content when upgrading your room
- caused by only checking for StorageContainer, not IItemContainerEntity which grabs IO entities like fridges
- add 'printapartmentfurniture' command to print off all entities inside the room (which is how I spotted that fridges weren't considered storage)
Fixed nametags showing through Short Ice Walls
https://files.facepunch.com/raul/1b0911b1/09_19-29-WarmIndigowingedparrot.mp4
Fixed inaccurate High Ice Wall collision
Removed High External Stone Wall collider out of the ice wall prefab
Added inner boundary collider for nametags
Merge from PlayerMaintainedMonuments/powergrid
Merge from PlayerMaintainedMonuments
When powergrid stage changes now notify all powergrid entities via a work queue instead of churning through them all in 1 frame
Work queue process order is sorted by distance, entities closest to the powerplant receive notification of a stage change first
Update powergrid.status convar
Rock Sculpture - texture update and new shader features
Powerplant exterior updates.
game_room_dlc -> main (missed files)
monument blocker texture cleanup
LOD3s for stacked terminals
Boar animation exports and rig set up
Added missing UnityEvent attributes in SkinViewerEvents
Adding world model rig for m92
New ladder hatches and prefab setup