128,711 Commits over 4,201 Days - 1.28cph!
    
    
    
        
        
            
            
            
                
                Fix history DNS resolutions not refreshing without a client restart
                
                
                
                
             
         
        
            
            
            
                
                S2P water treatment plant
                
                
                
                
             
         
        
            
            
            
                
                Automatically migrate servers from steam's server history to favorites.cfg if they have a DNS endpoint configured
                
                
                
                
             
         
        
            
            
            
                
                Don't tick puzzle reset times at all until a player enters range when a reset is using the radiation system
Prevents random monuments becoming irradiated if no player has entered them
Once a player enters a reset range at all the timer will start, cannot be stopped from that point
                
                
                
                
             
         
        
            
            
            
                
                More WIP:
- Mostly working apart from some ghosting (wrong update loop)
- Setup standard system for mounted weapon viewmodels
- Setup world model disable system with turrets
- Setup offsets
- MountedTurretViewmodel
                
                
                
                
             
         
        
            
            
            
                
                Added a new TwoTierRadiation volume, comes in Sphere and Box variants
Use this on PuzzleReset, simplifies a bunch of code and gets us the behaviour we want
                
                
                
                
             
         
        
            
            
            
                
                Strip LOD component from fridge power plate in skin viewer
                
                
                
                
             
         
        
        
        
            
            
            
                
                merge from qol_backpack_gather -> main
                
                
                
                
             
         
        
            
            
            
                
                Allow items picked up off ground to go into backpack when inventory is full
- applies to both normal items and keycards
                
                
                
                
             
         
        
            
            
            
                
                merge from main -> qol_backpack_gather
                
                
                
                
             
         
        
            
            
            
                
                Adjusted the recttransform so the sort settings prefab can be edited in place
                
                
                
                
             
         
        
            
            
            
                
                Merge from hackweek_boxsorting
                
                
                
                
             
         
        
            
            
            
                
                Merge from hackweek_boxsorting
                
                
                
                
             
         
        
            
            
            
                
                Properly fixed pooling on sorting settings
                
                
                
                
             
         
        
            
            
            
                
                Makeshift Hazmat LODs + bakeLODs
                
                
                
                
             
         
        
            
            
            
                
                Shrunk airfield puzzle reset slightly and enabled radiation on puzzle reset
S2P
                
                
                
                
             
         
        
            
            
            
                
                Shrink power plant main reset from 40m -> 25m
Enable radiation on main building
                
                
                
                
             
         
        
            
            
            
                
                pt boat 50cal local voice limit range tweak
                
                
                
                
             
         
        
            
            
            
                
                fix up pt boat 50 cal voice limiting settings
                
                
                
                
             
         
        
            
            
            
                
                merge from helicopter_flare_balance_pass -> main
                
                
                
                
             
         
        
            
            
            
                
                Revised changes and clarification for throwing flares from helicopters:
- Thrown flares no longer have any effect on homing missile targeting
- Flares can now once again be thrown from helicopters (but again, wont do anything)
- All player helicopters have flares deployment system (same as previous change)
- Hot air balloons (HAB) do not have flare deployment system but can only be targeted when server ConVar "homingMissileTargetsHab" is enabled (unchanged)
- HABs can now dodge seeking missile targeting after engine being off for 4 seconds (if convar is enabled), exposed value for configuration 
- Improved positioning of flare effects for mini and scrappie, added flare status lights on dash for both
                
                
                
                
             
         
        
            
            
            
                
                Optim: OceanWreckBuoy/-Small skips syncing position if there are no nearby players
- set Sync Position to false by default
- marking buoys to always interpolate (need to do the same to junkpiles_water)
Tests: observed transform in editor from craggy and from nearby. Buoys didn't sink/fly off due to continual interpolation (need to double check what's stopping it)
                
                
                
                
             
         
        
            
            
            
                
                planner - removed offsets in entity brought in from updates to worldmodel on main (anims still need exporting with updated model imported)
                
                
                
                
             
         
        
            
            
            
                
                Water treatment box puzzle reset example
                
                
                
                
             
         
        
            
            
            
                
                Test adding support for box support for puzzle resets
- defaults to spheres, can opt into the box shape
- still checks by looping through all players, uses an OBB if shape is a box
- stores extents and shape in PuzzleReset protobuf
                
                
                
                
             
         
        
            
            
            
                
                Nevermind: you can use OnDrawGizmos() in PuzzleReset which is always called and filter there
                
                
                
                
             
         
        
            
            
            
                
                Added worldmodel outline for krieg backpack and scattershot boulder ammo
                
                
                
                
             
         
        
            
            
            
                
                Add DrawGizmosSelectedProxy so you can see the PuzzleReset gizmo while dragging around the playerDetectionOrigin Transform
                
                
                
                
             
         
        
            
            
            
                
                Fix not attaching the radiation trigger to the playerDetectionOrigin
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Cherrypick 
134076, fixes hero NREs when entering playmode with no domain reload
                
                
                
                
             
         
        
            
            
            
                
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                Optim: set junkpile_water_a/b/c Sync Position to false
It is now script controlled, and having it off by default saves allocating an action per entity
Tests: observed transform in editor on craggy at spawn then when close
                
                
                
                
             
         
        
            
            
            
                
                Fix codegen
Fix broken ai mounted weapon controllers
                
                
                
                
             
         
        
            
            
            
                
                Rear turret Viewmodel test WIP
                
                
                
                
             
         
        
            
            
            
                
                Optim: junkpile_water_a/b/c replicate positions only if player is in sight
- also switched them to the fixed time invoke handler, since their positionsare ran per fixed update
Tests: booted craggy, validated they weren't moving while I was on island. Flew close, observed them moving and checked in inspector that values change
                
                
                
                
             
         
        
            
            
            
                
                Fixed missing fridge power plate in skin viewer, removed the skin viewer bespoke model and use the game model instead
                
                
                
                
             
         
        
            
            
            
                
                Fixed Owned tag overlapping with header text on skin tiles
                
                
                
                
             
         
        
            
            
            
                
                More cleanup, dont use the packing queue for reloading
                
                
                
                
             
         
        
        
            
            
            
                
                initial setup of rpg7 anims for player update
                
                
                
                
             
         
        
            
            
            
                
                Update: bring over jarryd's 
124139 - BasePlayer.ToggleNetworkPositionTick
Slightly different form - lets us save on the IsInvoking lookups, fixed a bug with fixed time callbacks
Tests: booted on craggy, pushed a car, observed buoys and junkpile_water movement
                
                
                
                
             
         
        
            
            
            
                
                Wire up the tooltip text
Add some phrases for each of the states
Crappy wheel detection, will need changed in future
                
                
                
                
             
         
        
            
            
            
                
                Items in the cart are now translated correctly
                
                
                
                
             
         
        
            
            
            
                
                Fix analytics not including monument after server restart
- it still was including the name of the SpawnGroups so it was sorta useable
- switch from using the PuzzleReset entity to using SpawnGroups