129,991 Commits over 4,201 Days - 1.29cph!
More WIP:
- Mostly working apart from some ghosting (wrong update loop)
- Setup standard system for mounted weapon viewmodels
- Setup world model disable system with turrets
- Setup offsets
- MountedTurretViewmodel
Added a new TwoTierRadiation volume, comes in Sphere and Box variants
Use this on PuzzleReset, simplifies a bunch of code and gets us the behaviour we want
Strip LOD component from fridge power plate in skin viewer
merge from qol_backpack_gather -> main
Allow items picked up off ground to go into backpack when inventory is full
- applies to both normal items and keycards
merge from main -> qol_backpack_gather
Adjusted the recttransform so the sort settings prefab can be edited in place
Merge from hackweek_boxsorting
Merge from hackweek_boxsorting
Properly fixed pooling on sorting settings
Makeshift Hazmat LODs + bakeLODs
Shrunk airfield puzzle reset slightly and enabled radiation on puzzle reset
S2P
Shrink power plant main reset from 40m -> 25m
Enable radiation on main building
pt boat 50cal local voice limit range tweak
fix up pt boat 50 cal voice limiting settings
merge from helicopter_flare_balance_pass -> main
Revised changes and clarification for throwing flares from helicopters:
- Thrown flares no longer have any effect on homing missile targeting
- Flares can now once again be thrown from helicopters (but again, wont do anything)
- All player helicopters have flares deployment system (same as previous change)
- Hot air balloons (HAB) do not have flare deployment system but can only be targeted when server ConVar "homingMissileTargetsHab" is enabled (unchanged)
- HABs can now dodge seeking missile targeting after engine being off for 4 seconds (if convar is enabled), exposed value for configuration
- Improved positioning of flare effects for mini and scrappie, added flare status lights on dash for both
Validate inputs to sound.Generate
Fixed exit game crash to do with procedural sounds
Some minor changes from TF2 SDK
* Fixed some theoretical memory leaks with keyvalues
* CMDLPanel pose parameter fix (PR from SDK repo)
* `firstperson` disables `camortho` (PR)
* ESC closes chat box even if the text entry for the message is not focused (PR)
Fix unnecessary "Encountered VTF 7.5 IDs" warnings
constraint library - rope material shader whitelist changes
* Change the rope material shader blacklist to a whitelist (of UnlitGeneric, SplineRope and Cable shaders), and disallow materials that do not exist (!!tested on server!!)
Potential crash fixes
Optim: OceanWreckBuoy/-Small skips syncing position if there are no nearby players
- set Sync Position to false by default
- marking buoys to always interpolate (need to do the same to junkpiles_water)
Tests: observed transform in editor from craggy and from nearby. Buoys didn't sink/fly off due to continual interpolation (need to double check what's stopping it)
planner - removed offsets in entity brought in from updates to worldmodel on main (anims still need exporting with updated model imported)
Water treatment box puzzle reset example
Test adding support for box support for puzzle resets
- defaults to spheres, can opt into the box shape
- still checks by looping through all players, uses an OBB if shape is a box
- stores extents and shape in PuzzleReset protobuf
Nevermind: you can use OnDrawGizmos() in PuzzleReset which is always called and filter there
Added worldmodel outline for krieg backpack and scattershot boulder ammo
Add DrawGizmosSelectedProxy so you can see the PuzzleReset gizmo while dragging around the playerDetectionOrigin Transform
Fix not attaching the radiation trigger to the playerDetectionOrigin
Cherrypick
134076, fixes hero NREs when entering playmode with no domain reload
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Optim: set junkpile_water_a/b/c Sync Position to false
It is now script controlled, and having it off by default saves allocating an action per entity
Tests: observed transform in editor on craggy at spawn then when close
Fix codegen
Fix broken ai mounted weapon controllers
Rear turret Viewmodel test WIP
Optim: junkpile_water_a/b/c replicate positions only if player is in sight
- also switched them to the fixed time invoke handler, since their positionsare ran per fixed update
Tests: booted craggy, validated they weren't moving while I was on island. Flew close, observed them moving and checked in inspector that values change
Fixed missing fridge power plate in skin viewer, removed the skin viewer bespoke model and use the game model instead
Fixed Owned tag overlapping with header text on skin tiles
More cleanup, dont use the packing queue for reloading
initial setup of rpg7 anims for player update
Update: bring over jarryd's
124139 - BasePlayer.ToggleNetworkPositionTick
Slightly different form - lets us save on the IsInvoking lookups, fixed a bug with fixed time callbacks
Tests: booted on craggy, pushed a car, observed buoys and junkpile_water movement
Wire up the tooltip text
Add some phrases for each of the states
Crappy wheel detection, will need changed in future
Items in the cart are now translated correctly
Fix analytics not including monument after server restart
- it still was including the name of the SpawnGroups so it was sorta useable
- switch from using the PuzzleReset entity to using SpawnGroups
changes on PTBoat single and double turret fire actions
Fix some broken flex stuff in the boat building hud prefab
Make puzle reset radiation bypass armor similar to how oil rig radiation works