3,588 Commits over 1,007 Days - 0.15cph!
Allow player models to be pasted
- convar `paste_players` (default false)
- change the steam id of the players pasted so they can't conflict with existing players in the server as it causes issues (give them a steam id above bots but below the range of real players)
Do filtering of pasted entities before they are spawned by filtering the prefab instead of the spawned entity and then trying to delete it
Fix autosnap for pasting not working if there were no foundations in the paste
- disable autosnap when no foundations are found
merge from main -> copypaste
merge from qol_teleport2grid -> main
Fix vertical offset of grid not being correct on certain map sizes
- due to image being placed from the bottom left but grids starting in the top left, but also rounding the number of grids on the map downwards
Merge from qol_teleport2grid -> main
Add `teleport2grid` command
- the magic number is 1024m/7 per map grid for anyone curious
- specify grid like "D8" (case insensitive)
merge from fix_radiation_rounding_damage -> main
Round the display values of radiation down instead to match the radiation values on the server
- both for the item info panel & the total radiation protection beside the player model
Subtract rounding the serverside radiation values
merge from main -> fix_radiation_rounding_damage
Merge from fix_ddraw_text_ztest -> main
merge from fix_map_focus_light -> main
merge from community_ui_inventory -> main
Merge from main -> community_ui_inventory
merge from fix_jug_dump_leaving_water -> main
merge from qol_map_marker_num -> main
Fix menu option for "numbered pins" being incorrect
Fix pins starting at 0 instead of 1
merge from qol_map_marker_num -> main
Add to options menu
- add support for the dropdown options menu to display text or a color
- will show "Random" or the color of the map marker
Markers now default to a number as their name (0,1,2,3,etc)
- can toggle behavior with `map_marker_autoname`
- can specify the default color for map marker with `map_marker_color` convar
- -1 = random, 0 = yellow, 1 = blue, 2 = green, 3 = red, 4 = purple, 5 = cyan
https://files.facepunch.com/jakerich/Xy99wr6maG1h/g9nPKC3XjPA2WYIf.mp4
merge from military_tunnels_nvg_outfits -> main
Add NVG outfit loadout onto all scientist spawners so military tunnel scientists spawn with NVGs
- only an appearance change: same health, loot & weapons as before
Add loadout for NVG military scientist outfit
Add ability for loadouts to override only certain containers
- replace the items worn without stripping all items in the inventory
merge from fix_quarry_animator_lod -> main
Apply same LOD change to deployable quarries (even though they aren't used in gameplay)
Merge from fix_quarry_animator_lod -> main
S2P pumpjack monuments (trainyard, powerplant, water treatment)
Commiting prototype instanced rendering that piggybacks off normal CPU batching system
- hooks into normal batching system
- uses normal occlusion culling system
- instead of adding meshes to CPU batching, pushes meshes into arrays to be instanced rendered
- uses Graphics.RenderMeshInstanced() which is slower due to copying to GPU every frame
- currently same rendering speed as CPU based system, however can be optimized with multidraw & command buffers
- convar `batching_instanced_mode` switches between CPU rendering and instanced rendering (to compare)
merge from fix_quarry_animator_lod -> main
Fix mining quarry and pumpjack only showing their animation up to 100m away
Merge from cctv_shoot_disable -> main
Show different text on computer station when camera is disabled
- "No Signal" = incorrect camera code or camera destroyed
- "Weak Signal" = camera disabled
Add extra box collider to deployed camera too since it was only taking damage from the base stand of the camera
Disable deployed cameras from being disabled while shot
Add extra collider to static CCTV camera so it can be shot better
- add static effect to the camera prefab itself
Disable static CCTV cameras in monuments when they take damage
- default duration 5 minutes (convar `camera_disable_seconds`)
- 95% static effect when disabled
- can still hear audio when camera is disabled
- static effect around camera when disabled
Merge from brzone-blending -> main
Merge from copypaste -> main
Add ability to snap pasted entities to the terrain
- will search based on foundations only
- snap entire build to single height even if it overhangs the ledge
- convar is `paste_snap_terrain`
- can use `paste_height_offset` to control height offset after paste
Add more filters
- `paste_deployables`
- `paste_building_only` (only building blocks)
- `paste_foundations_only`
Add `copybuilding`
- will copy every building block & decay entity of the base you are looking at
- won't copy non-decay entities
Add `downloadpaste <url> <name>` command
- default to using the filename in the url
- can override name if it is going to overwrite the paste
Add `renamepaste <old> <new>` and `deletepaste <name>` commands
- allows you to rename pastes after you download or want to reorganize
- can delete if needed too
Add `upgrade_looking` and `skin_looking` commands
- same as `upgrade_radius` command but uses the base you are looking at instead of a radius around you
- easier way to upgrades in front of you
- will only search directly attached building blocks, won't handle external TCs
- add `GamePhyics.TraceEntity()` method to handle raycasting entities in editor and ignoring server / client entities
Merge from copypaste -> main
Cleanup & rename kill -> killbox (so it doesn't overlap with normal kill command)
Add ability to undo pastes with `undopaste` command
- only kills entiites you pasted (if you want to redo a paste, just paste it again manually)
Allow pasting directly from name
- `paste cars1` will load "cars1" and paste it while persisting current clipboard
Filter entities when pasting instead of copying (allows you to change filters after copying a single time)
- change convars from "copy_npcs" to "paste_npcs"
- filter entities that have no parent when pasting
- add option to filter vehicles