4,032 Commits over 1,127 Days - 0.15cph!
Merge from fix_monument_collider_cache_invalidation_2 -> main
Redo `fix_monument_collider_cache_invalidation` as merge was being difficult
merge from runtime_profling_pooling -> main
Merge from main -> runtime_profiling_pooling
merge from runtime_profiling_raknet -> main
Merge from main -> runtime_profiling_raknet
merge from fix_monument_scenes_client_entities -> main
Fix monument scenes causing entities to spawn on both client and server inside monuments
Merge from fix_barricade_launch_mounds -> main
Mark the mounds at launch site as "allow barricades" to fix barricade placement on top of them
Merge from fix_barricade_new_cliffs -> main
Fix wood barricades disabling magnet snapping when sprint is held
- this was only intended for high walls as you are often sprinting during combat
- allows you to easily snap together wooden barricades
Improved wooden barricades blocking other wooden barricades
- split into different sized deploy volume for wooden barricades specifically
- made the volume shorter and thinner
- allows the magnet effect on the edges to draw together wooden barricades on a slope without them blocking eachother as much
Fix wooden barricades being difficult to place on the new cliffs
- split deploy volumes: one for world layer and another for construction + vehicle + players
- moved and shrunk world deploy volume so it doesn't intersect with cliffs as much
merge from fix_raknet_end_sample -> main
Fix missing EndSample() in Raknet.OnMessage
merge fix_train_tunnel_rain -> main
Fix using wrong GetHeight() overload
Fix rain getting players wet when they are inside train tunnels
- extend the top position of the sky check to 1m above terrain if the players is >100m below terrain
- this prevents the raycast from starting under the terrain and going through the top of a tunnel mesh
Merge from fix_minicopter_altitude_sinking -> main
Fix minicopters / hot air balloons losing altitude when flying over canyons and small hills
- terrain below 25m won't affect max altitude calculations
- subtract 25m from max altitude calculations to keep it effectively the same max height
- applies to both helicopters & hot air balloons
Merge from fix_reserved_slot_kick -> main
Fix missing parenthesis causing reserved slot flag to be ignored
Merge from main -> fix_reserved_slot_kick
merge from fix_ramp_wall_placement -> main
Fix wall placed beside ramp not able to be replaced after it's destroyed
- applies to all walls: full size, half size, doorway, frame, window & low wall
- https://files.facepunch.com/jakerich/iojYkzF7bnBKc9Sp/b0nGqYrAiPHtL3Zz.jpg
merge from fix_foundation_terrain_placement -> main
Fix foundations not being placeable when the middle is clipping into terrain or rocks
- as long as one corner or edge of a foundation is still above the terrain, it will place
- still block placement if the foundation is completely under the terrain
- add new SocketMod_Grouping to control multiple socket checks (which is how it checks multiple points on foundation)
- applied to both square foundation and triangle foundation
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merge from fix_reserved_slot_kick -> main
Don't allow players to skip queue due to reserved slots when manually kicked with `kick` command
merge from enable_monument_scenes -> main
Fix monument scenes being enabled on server by default
- disabled on server
- enabled on client
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Merge from enable_monument_scenes -> main
Merge from enable_monument_scenes -> main
Enable monument scenes by default
- switch `monument_scenes` convar -> `monument_scenes_enabled` so saved convar will default to true
Merge from fix_debugqueue_cmd -> main
Merge from fix_io_budget_float -> main
Fix IO budgets not working well after 9hrs of uptime due to floating point errors
- 4ms resolution after 9 hours, 8ms after 18 hours, etc
- switch from realtimeSinceStartup -> realtimeSinceStartupAsDouble
Fix `debugqueue` printing to server console instead of replying to the command in RCON / F1 console
Make `debugqueue` print all queue sizes, not just electric low priority
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merge from fix_weapon_mod_avg -> main
Fixed some properties of weapon mods using average instead of multiplying scalars together
- example: 8x scope + GCO was going from +50% recoil -> +30% recoil instead of +65% recoil