10,948 Commits over 1,950 Days - 0.23cph!
Refactor RPS into a more generic gesture interaction system, WIP
Remove the ridiculous invoke handling system for fading in/out gesture layers, was responsible for a bunch of bugs with the handcuffs
Now uses a single simple update method called every frame, much easier to debug and understand
Update the default gesture bindings for surrender
Merge from midi_unsubscribe
Unsubscribe from the midi inputs when MidiConvar.Enabled is set to false, should allow another instance of the client to register to the events
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Merge from io_flooding_fix
Marked the prevent_building volume as IgnoreWireCheck to allow IO wiring while standing near the deployable. Affected deployables:
Twitch Rivals Desk
Simple Chair
Sofa (+pattern version)
Rocking Chair (all skins)
Beach Chair
Piano
Xylobone
Drumkit
Microphone Stand
Hitch & Trough
Merge from car_door_destroy_fixes
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Merge from kitchen_collider_fixes
Fixed kitchen_cabinet_100 and kitchen_cooker incorrectly positioned collider
Affects underwater labs and desert bases, also arctic research base (ran S2P, no scene changes)
Merge from parent (stomp player_model)
Fix drumkit.deployed and waterbucket.worldmodel changes
Compile fixes, regenerate PlayerAnimation controller
Merge from main (stomped PlayerAnimator and BaseMountable)
Merge from compiler_field_fixes (should resolve prefabs reimporting when changing between Client and Server)
Merge from gesture_cancel_fix
Force the endGestureLoop trigger to false when starting a trigger, fixes it sometimes getting left on if the player cancels a looping gesture while the gesture is beginning
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Change convar name of surrender gesture
Add a gizmo to ZiplineTargets
Added ziplinelaunchpoint.highlight convar, draws an arrow with DDraw for every zipline on the server
Added a new hostile mixer group for all footstep mixers, sound effects can be marked as Hostile and will use the appropriate group
Added a distortion filter to hostile walk footsteps to make them sound distinct from teammates, WIP
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Add a parameter to FootstepSound.PlayFootstep whether the footstep has come from a teammate
Remove the swayMuzzle transform and set the rotate around muzzle point to 0.7
Merge from vm_rotate_around_modifier (includes changes from main)
Expose a viewmodel sway rotateAroundMuzzlePoint slider, should be a simpler approach than exposing a new transform
Defaults to 1, will adjust at what point along a VM's length it will be rotated around when turning the camera
Reducing this value will make the weapon rotate differently, preventing clipping
Also improved some math in here for an extremely marginal performance gain
Add an override muzzle point field to the VIewmodelSway component to allow us to reposition how the viewmodel rotates when quickly spinning the camera
Fixed typo in AdminReceivedUGC RPC preventing the UGC browser in the F1 admin panel from working
Players will no longer be dismounted from ziplines if they clip into trees (we have several systems in place to prevent trees from spawning in the path of ziplines but it still happens enough that this feels worthwhile)
Fixed incorrect material on Lod2 of part of the powerline platform ramps
Convert some parts of the powerline platform into MeshLOD
Added a procedural map config tool that uses a simple checkbox based UI to enable and disable various procedural map features, makes it easy to isolate gameplay elements for testing (see Tools/Procedural/Procedural Map Editor)
Added 4 more zipline dismount points to each powerline platform, 2 on the side and 2 further up the structure to allow for less climbing when chaining together multiple ziplines
Ziplines will now prioritise destination points that are further away and higher, maximising distance travelled and reducing time spent climbing ladders on towers
On a 4k proc gen map these changes increase the average zipline distance from 121m to 188m and increases the total server wide zipline length from 20km to 31km
Exposed a splash effect slot on the dropped world item that is played when a dropped item enters the water
Dropped items now increase their drag to 7 (was 0.1) when underwater so they don't fall at the same rate as through air
Added a slight physics impulse every 1-2s while a dropped item is sinking to simulate some underwater currents
Uses a budgeted server update (DroppedItem.underwater_drag_budget_ms) to check if items are underwater, defaults to 0.1ms
Hopefully fixed players getting kicked for packet flooding when looking at an IO entity while holding a wire tool and standing inside a prevent building volume
While standing in a prevent building volume the IO sockets of entities will no longer appear
Tagged both large prevent building volumes on the computer station with IgnoreWireCheck so that players can use wires while standing in front of it
Merge from gesture_cancel_fix
Possible fix for first person/third person gesture animation getting out of sync when the player starts a new gesture immediately after cancelling another gesture
Fix travelling vendor incorrect field defines