129,084 Commits over 4,232 Days - 1.27cph!
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merge from main -> qol_dump_improvements
- Horses can now be healed with medical syringes, in the same way we can heal other players
- Medical syringes act as performance enhancing drugs for horses, giving a temporary boost to max gallop speed and a small replenishment of stamina (horse drugs are in Rust now)
- Bandages do not work on horses - only syringes
- All of above subject to change
- Modified MedicalTool so that it can work for other entity types other than players. Added IMedicalToolTarget which we can attach to entities which we want to targetable, and handling per entity is now done on the entity rather than on the MedicalTool
- Add TryGetOwnerPlayer to HeldEntity and TryGetEntity to BaseNetworkable as slightly neater ways of calling their respective methods
Fix up/down arrow keys updating the label in the console input field even though they're unused.
BBS build area volume fixes.
More test block uipdates.
Remove spammy debug drawing.
Add: profile.CountSyncMoveEntities server var
Reports number of "Sync Positions" on the server. Some entities don't get into saves, so this is the only way to see what's putting pressure on InvokeHandler
Tests: ran it in editor on craggy
Add more playables null checks
merge from main -> helicopter_flare_balance_pass
setup chainsword 3p anims
Bugfix(editor): if invoke throws, don't lose Profiler.EndSample
There's bigger problems out there, but this was making profiling a bit annoying
Tests: loaded playtest save and profiled it in editor
wallpaper_viewmodel_fix -> main
Fix wallpaper planner viewmodel playing its deploy animation faster than regular planner viewmodel
Fix scientists cancelling their behaviour because they think they can throw a grenade but they can't, fix some triggers being set to world and being hit by grenade trajectory prediction traces
Keep the inventory canvas enabled when invisible, its causing issues with the item icon using legacy texts
merge from ui_overhead_optims
Update: Enable AnalyticsV2 by default
Staging servers ran this for a couple days now and this'll switch over clients as well.
Tests: none, trivial change
revised unlock rareity costs 15, 30, 60, 120
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mini fridge deployable test
folder setup
merge from cobweb_wallpaper_fix
merge from cabins_puzzlereset_fix
merge from cargoship_cameras
merge from wm_outline_fixes
merge from puzzle_reset_train_tunnels_fix
merge from m15_emissive_fix
merge from guide_materials_tweaks
merge from server_history_dns
merge from fix_queryvisbug
Add one more camera, give all of them some more better names
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Save radiationReset value on PuzzleReset
Compile fixes
Add debug.puzzleResetInfo, prints out the timings of the puzzle that the player is currently inside
Expose radiation amount to convar (Server.monumentPuzzleResetRadiationAmount)
Added a gizmo to show reset radius, also added support for showing ai zone bounds on gizmo (also applies the radius multiplier convar)
Puzzles that use radiation resets will now enforce a minimum time that the monument needs to be completely empty of other players once the radiation is fully active (server.monumentPuzzleResetRadiationPlayerEmptyTime)
Exposed how long before the end of the existing reset time the radiation process starts (server.monumentPuzzleResetRadiationPreResetTime)
Added debug.puzzleResetTimeMultiplier to allow us to fast forward reset times for testing
Support for ai zone box bounds
Add server.monumentPuzzleResetRadiationRadiusMultiplier defaults to 1.5
Controls how much further than the puzzle reset radius the radiation will extend