4,510 Commits over 1,249 Days - 0.15cph!
    
    
    
        
            
            
            
                
                Pilot hazmat (120MB, though unsure how many textures were used in end product)
                
                
                
                
             
         
        
        
            
            
            
                
                Coconut torso armor (25MB)
                
                
                
                
             
         
        
            
            
            
                
                Enable streaming on mannequin textures (16MB)
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_streaming_wallpaper -> main
                
                
                
                
             
         
        
            
            
            
                
                Enable texture streaming on wallpaper floors
                
                
                
                
             
         
        
            
            
            
                
                merge from naval_update -> deep_sea
                
                
                
                
             
         
        
            
            
            
                
                merge from main -> naval_update
                
                
                
                
             
         
        
            
            
            
                
                merge from lop_entity_spawn_time -> main
                
                
                
                
             
         
        
            
            
            
                
                Add `logentityspawntime` admin convar to print out spawn times on client
- use `logentityspawntime_min` to control the minimum spawn times that are logged
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_tags_levelurl -> main
                
                
                
                
             
         
        
            
            
            
                
                Include level url in server tags
                
                
                
                
             
         
        
            
            
            
                
                merge from modding_can_throw -> main
                
                
                
                
             
         
        
            
            
            
                
                Allow melee weapons to network if they can be thrown
- fields `canThrowAsProjectile` and `onlyThrowAsProjectile`
Add `setthrowable` command to test that it works
0 = not throwable
1 = throwable
2 = only throwable
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_sam_site_reload -> main
                
                
                
                
             
         
        
            
            
            
                
                Fix sam sites not reloading after a period of inactivity
- fixes SAM sites shooting <6 rockets before pausing to reload when an MLRS strike happens (or air vehicle but that's not as much of an issue)
- will automatically reload after 45s of no target (convar `autoreloaddelay`)
- rename Reload() -> LoadAmmo() because the reload code wasn't actually loading ammo
                
                
                
                
             
         
        
            
            
            
                
                merge from modding_drone_tax -> main
                
                
                
                
             
         
        
            
            
            
                
                Add `ent dronetax {Amount or Item Name}` to manually change drone tax for testing
                
                
                
                
             
         
        
            
            
            
                
                merge from modding_drone_tax -> main
                
                
                
                
             
         
        
            
            
            
                
                Reapply proto changes
Only send delivery fee in network data, don't save to disk
                
                
                
                
             
         
        
        
            
            
            
                
                merge from modding_max_hp -> main
                
                
                
                
             
         
        
            
            
            
                
                - fix ent commands sometimes showing "no command found"
- modified setmaxhealth command to work with new maxHealthOverride
- clamp maxHP after overriding it
- fix compile errors
                
                
                
                
             
         
        
            
            
            
                
                merge from main -> modding_max_hp
                
                
                
                
             
         
        
            
            
            
                
                Add `maxHealthOverride` to BaseCombatEntity so any entity can have their max HP overridden
- setting it to anything >0 will cause MaxHP to be overridden on both server & client
- check for maxHealthOverride in every MaxHealth() override
- works for all entities (except nodes because they don't show their HP to client)
Add `ent maxhp` command to allow setting max HP to a non-default value
                
                
                
                
             
         
        
            
            
            
                
                 Missed commiting .proto file for `fix_turret_interference_order` branch (filtered to .cs files)
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_turret_interference_order -> main
                
                
                
                
             
         
        
        
            
            
            
                
                Serialize list of interfering turrets during save so we can restore the same state after restart
                
                
                
                
             
         
        
            
            
            
                
                Start to fix turrets placed outside of a base turning off turrets inside a base
- cache turrets within 40m instead of doing a physics query to find all turrets within 40m each time we update interference
- rewrite the interference system, getting rid of all the queues
- system is no longer recursive since a turret can only overload itself, meaning we never have to recalculate neighbors interference
- when a turret turns on, if it would cause a nearby turret to go over the interference limit it instead will overload itself
- when a turret turns off, it will check if any nearby turrets that are overloaded can now turn on
Now the complex part: which overloaded turret should be turned on first
- tried to reactivate overloaded turrets based on the order they were powered on, however this could be abused by stacking 40 turrets in your base (mostly overloaded) and the raiders having to destroy every single turret in the base before theirs would turn on
- instead trying to prioritize the overloaded turrets with the least amount of active turrets nearby, assuming that the FOB will have less turrets nearby then the turrets inside the base
                
                
                
                
                    
    
        
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                merge from climate -> deep_sea
                
                
                
                
             
         
        
            
            
            
                
                Add animation curve to control how fast the bad weather lerps when the end wipe event starts
                
                
                
                
             
         
        
            
            
            
                
                Override WeatherState with DeepSeaWeatherState on the client when you are inside the deepsea
                
                
                
                
             
         
        
            
            
            
                
                Re-apply part of merge manually
                
                
                
                
             
         
        
        
            
            
            
                
                merge from deep_sea -> deep_sea/climate
                
                
                
                
             
         
        
            
            
            
                
                Attempt #2
- store two specific weather states inside the single climate prefab (deep sea calm, deep sea wipe)
- lerp between the two deep sea weather states based on the lerp float inside the DeepSeaManager entity (and network it)
- add separate ClimateParameters for the deep sea (duplicate of Temperate for now)
- read the DeepSeaWeatherState for temperature and rain (don't need to override snow since it can't snow outside the arctic)
                
                
                
                
             
         
        
            
            
            
                
                manually override raid, snow and temperature manually when players are inside the deep sea
                
                
                
                
             
         
        
            
            
            
                
                Add separate set of sliders for chance of each weather preset inside the deep sea
- only clear weather allowed: no fog, rain or storms (since that indicates the deep sea is wiping soon)
- only modify the visual weather effects on the client, don't mess with the ocean simulation yet
                
                
                
                
             
         
        
            
            
            
                
                merge from naval_update -> deep_sea
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_admin_logging -> main
                
                
                
                
             
         
        
            
            
            
                
                Print off `[Config File]` in the admin logs instead of `[Unknown]` when commands are read from a config file
                
                
                
                
             
         
        
            
            
            
                
                Enable admin logging a bit later in the function so it doesn't capture `readcfg` running a bunch of commands
                
                
                
                
             
         
        
            
            
            
                
                 Update manifest (prefab files)
                
                
                
                
             
         
        
        
            
            
            
                
                ▇▉▅▊▋ ▉▌▉▋ ▍▍▌_▅▆▊▄▆▌█▋█_▆▊▊▅▋_▅▉▇▄▇▍▅ -> ▇▉▉▍
                
                
                
                
             
         
        
            
            
            
                
                ▌▆█ █▇▊▇▄▊ ▉▅▅▉ ▋▍ █ ▌▅█▇▇ ▄█▆▄▅▇▍ ▄▆ ▍▊▋ ▇▅▉▅▍▆▇▅▅ ▅▋█ ▍▍▌▉▅▆▉▉▌ ▄▋▋ ▅▇▅▆█
- ▍█▊ █▇▅▉█▇▌ ▍▄▅▆ ▌▋▋ ▅▆█▇▍▍█▄▍ ▆▇ ▋▍▊▄▅ ▋▅ ▋▅▍ ▊▋▇▅▋▇ ▊▉ ▊▌▍ ▄▇▅ ▍▌▄▄█▅▇ █▍ ▅▋█▅▍ ▍█▄▅
                
                
                
                
             
         
        
            
            
            
                
                merge fix_copypaste_clear_turrets -> main
                
                
                
                
             
         
        
            
            
            
                
                Fix turrets getting cleared when a base is copied using copypaste :(
- fix pooling error that didn't copy users when saving turrets
- remove old code that handled this by setting the list of users to null before returning data to the pool