4,734 Commits over 639 Days - 0.31cph!
Fixed electric heaters not heating planters right in front of them
Set electrical heater light shadows type to hard (soft shadows were murdering performance)
Fixed LightLOD always setting light shadows to Soft instead of choosing the mode set in the prefab initially
merge from electricalheater_fix
Fixed electrical heater not deployable on armored wall hard side
'selectitem' command fixes/improvements:
- wait for the MoveItem RPC to be completed before selecting the belt solt
- if the item is present in the belt, just select it instead of moving it to the belt slot 0
- when moving the item from the inventory, take an entire stack instead of a single item
merge from io_seismic_sensor
merge from electricity_sideinputs_drain_fix
Call OnEntityLeave when force removing an entity from a trigger, fixes destroyed entities not cleaned up from the triggers' entityContents list
Messed up my last commit, re-applying 98711:
'pipette' command can now copy items skin
'selectitem' will also try to select item with the same skin in your inventory
'pipette' command can now copy items skin
'selectitem' will also try to select item with the same skin in your inventory
Fixed a potential OOB error when clearing wires
Added CallsPerSecond attributes on SeismicSensor, Electrical Branch and WireTool RPCs
Codegen
Relaxed the seismic sensor distance checks to mitigate wall thickness
Tossing a C4 on a wall exactly 10 foundations away was not working as it was 30.25m away from the sensor
Wire slack bound to the mouse wheel directly instead of next slot/previous slot
Set a few culling convars to admin-only as changing them might cause problems
Clamped culling.entityUpdateRate minimum to 2 instead of 0.015
Setting this to a low value was causing culling issues (potential invisible players, animals...)
Also include the screen border effect when in debug camera
Minor cleanup
Show the demo UI whilst recording when in debug camera
Added a popup warning the user if they're about to overwrite a demo with the same name
Updated Selection History editor tool
Allow demo recorder UI to be visible in debug camera view
When pressing left shift with wire tool/christmas lights in hands, only block the player belt if you have a pending wire
Make sure a job cannot last more than 4 frames, so we can use TempJob allocators
Code cleanup
Minor change to the seismic sensor description
Fixed side inputs still adding active usage when directly wired to batteries with no components in between
Fixed wire slack impacting wire remaining length
Don't stall the main thread and apply wire slack job result only when its finished
Removed RendererLOD from wires prefabs, use NotifyLOD instead and hide it in code
Don't update moving wires when hidden
float3 instead of Vector3, moving wires fixes
Bezier.ApplyLineSlack micro optims
Moved wire slack calculation to job system, wip
Adjusted slacked wires min and max tesselation values
merged main into wire_slacking
Fixed the new 'Invert Mode' input draining batteries
Fixed slack rotation issues when placing the light box on angled surfaces
Updated the deploy sound to something more appropriate (was using the goold old tuna can lamp sound)
Tweaked water pumps deploy volume so they can be deployed in a triangle
Added an UI information panel showing flamethrowers damage and range values
Updated large medkit description to include the 100% chance of recovery from wounded state
Tweaked the new input behaviour
- no power -> switch to the mode set manually
- powered -> swith to the other mode
https://files.facepunch.com/Flavien/a6t5qI8rzoaSdQzP.mp4
Also renamed both modes for clarity:
'Enable Defender Mode' -> 'Defender Mode'
'Disable Defender Mode' -> 'Target All'
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Solar panels no longer take damage when picked up
Added wire slack support to christmas lights
Added a new input to SAM site to toggle the defender mode