1,485 Commits over 2,192 Days - 0.03cph!
Don't show hostile note if LocalPlayer no longer exists (like in a demo)
Revert DLC item skipping in item generation
Print a warning if an item shortname is null or empty
Another attempt to stop Trigger NRE's on water volumes
Merge from corpse_floating2
▇▌▋█▇▌▌ ▄▅▉▍▉ ▄▌▌▄▌▌ ▌▇▄▄█▉ ▋▍▌ ▊▌▆▇▇ ▍▊ ▊▊█▇ ▆▊▄▉▉▍ ▄▄ ▉▋█ ▉▆▄▍▉▌ ▆▇▅▊█ ▄▆▅ ▍▅▊▉▇▆▆ ▊█▊▅▇ ▉▉█▉ ▊▇ ▄▅▇▄ ▆▇█ ▋▇▆▆▊▌ ▊▌█▊ ▋██▅▉▆▍▋█▋
▆▇▋▌▊ ▍▄▍ ▄▌▌▌▆▅ ▊▍▍▇▋ ▌▉█▅ ▌▋ ▅▆▅▉▍▇ ▇▌▊▅▇ ▉▇▉▋▋▊ ▋▉▋▍▅▆, ▉▉▆▉▍ ▊▆▋▆▌▅ ▉ ▋▌█▄██ ▄▉▄▆▇ ▊▋▄ ▄▌▊▉▄ ▋▍▍▊▍▋ ▋█▆█▇▅ ▋▅ ▄▍▌▆▋
Update pool descriptions to specify they only accept fresh water
Revert marking objects dirty when recalculating bounds, it seems to be marking a lot of prefabs as changed
Fixed above ground pool bounds being wildly wrong, should fix some building privilege issues when placing
Recalculating the bounds now marks the prefab as dirty
Added another cutoff plane to the above ground pool so the water overlay doesn't trigger when standing underneath a full pool
Potential fix for NRE when being killed in a pool
Don't do steam server dlc check in editor, it won't work since we don't auth
Increase tree impact damage multiplier from cars (3->5)
Remove ForceUpdateTriggers in client side mount/dismount
Speculative fix for NRE in TriggerBase
Replace NaN and infinity checks with combined isNanOrInfinity
Use a pooled list in TriggerBase.RemoveInvalidEntities
Change recentDrivers list to a queue
Remove logic to forcibly remove the player from the force volume when mounting/dismounting a car
Add a clientside ForceUpdateTriggers when mounting/dismounting
Fix NRE for missing vehicle push boxes
Added dof_toggle and dof_debug_toggle commands for easier input binding
Added "debug.debugcamera_targetprint" to print out the name of the entity the debug camera is currently parented to
Merge from thirdpersonskins (fixes skins not appearing on some third person models)
Fixed some weapons not aligning properly when using ironsights on ultrawide resolutions
Put the z offset that solves the clipping issues at ultrawide resolutions behind the graphics.vm_fov_scale convar so we can fully revert back to the old weapon look/feel
Tweaked ultrawide handling to straighten out ironsights
Merge from fov_viewmodel_scale (fix view model clipping in ultrawide resolutions)
Added some slight randomisation to the push liquid invoke so all barrels on a server load aren't pushing their contents in the same frame
Added a check to prevent IOEntities getting stuck in the UpdateOutputs queue repeatedly for a frame (was affecting liquid entities in some cases and causing processing to take 1ms)
Added some profiler samples to the IOEntity queue to help identify
Merge from fov_viewmodel_scale
Remove a couple of MarkDirty calls that weren't needed in Sprinkler
Add a slight delay to the fluid switch recalculation to not double up processing
Cache invoke methods to remove even more garbage
Add protection for repeated UpdateOutputs call, eliminates gc spikes from liquid IO updates
Fixed incorrect source item on fluid combiner, fixes incorrect name displayed on health display
██▅▄▌ ▋▌▆▆▌▉▊ ██▌▊ █▌▌▆▅▉▋ ▊█▊▆ ▉▋█▊ ▇█▊▅ ▋▌▋ ▌▌▌▇▋ ▉▄▄▊█▍█▆
Fixed incorrect power consumption display on water pump and powered water purifier in builds
▋▅▌█▌ ▉ ▇▉▊▌▋ ▋▄▊▄▉▄▋▄ ▆█▄▇ ▄▍█▅▊▌▌▇▄▌ ▋ ▉▌▆▍▉ ▇▊▌██▆▌▍ ▊▉ ▄▌▌▅▅▋
Fixed sprinklers not applying saturation if they were on while a server restarted
Increased water pump production rate from 90ml/minute to 150ml/minute
Fixed fluid switch playing sfx when switch was on but not powered
Hopefully fix FindGravitySource EntityRef lookup on clients
Fixed a case where powered water purifier wouldn't purify water when powered after toggling power on/off
Upped powered water purifier output storage to 5000ml (same as input storage)
Added a version of ForceModelSeed that doesn't require an overload
Merge from cinematic_tools