132,972 Commits over 4,232 Days - 1.31cph!
- Improve objective resetting for acquire item objectives for scientist safe zone spawn unlock and oil rig raid missions
- Also fixed objective map and compass markers for those missions not working as they should
- Fix being able to focus on invisible objective map markers
merge from main/naval_update/pt_boat_sounds
merge from main/naval_update
pt boat gunshot tweaks and distant shots
pt boat uses silent water-enter-exit splash in buoyancy so it stops making so many squishy sounds
PlayerBoat.MaxVelocity is now a replicatedvar
merge from fix_batching_ghosting -> naval_update
Steering is no longer applied if anchored.
Fix Render batching occasionally persisting after the prefab is deleted
- caused by RendererBatch being disabled before LODComponents and LODComponents resetting to the lowest LOD that has a batched mesh
Revert BoatBuildingStation.GetForPlayer changes
Refactored separate creation of OBBs into a single function.
Steering wheel check uses same entity finding as rest of BBS functionality.
Add shield stats display to techtree selections
GetBoatBuildingStation uses FindTrigger on player instead of a vis check.
Boatbuilding UI: Only check vis every second,
Relax IsMarkedForDeletion checks for Entity:Get functions
Refactored BoatBuildingStation.GetPlayerCount to HasPlayerInBuildArea and it uses the bbs trigger instead of a vis. We don't care how many players, just if there are any or not.
Fix tropical underwater overlay logic issue
Fix dwelling NRE causing deep sea islands to not spawn fully.
merge from main/naval_update/floating_cities/island_ambience
Null check reloaded sound for cannons
consolidate hull creak local stings to single instance on the casino_base_ambience gameObject
Bump the BoatBuildingStation autoclose check interval up now that most people are gonna be using deploy & edit
Rework how trace whitelist works
* It now better respects the collisiongroup/mask, using it when testing for whitelist, instead of inverting it after the entity failed to pass the whitelist
Added game,GetMapChangeCount
Entity:GetModel force lowercases weapon world models too
* It was already forcing lowercase on all other entities
Set min_use_angle to 0.8 in the FGD
* 0.8 is the old default value, before the feature was added
Fixed prop gibs stopping spawning after the 300th in multiplayer
Apply proposed SV_PackEntity optimization (Community Contribution)
Apply the same fix for func_proprrespawnzone
* Of it not being tracked properly like clientside physics props
PR: Prevent recreating `GhostEntity` every tick with some tools
Remove redundant arguments from calls to Entity:Fire
Pull Request: Fixed wrong motor torque axis
* Fixes the motor torque axis being wrong if the motor was rotated after creation and before first activation.
merge from Techtree_PrimHard_Nava
Remove some redundant checks from CanClearArea.
Misc rate limiting.
Calculate and cache CanClear once a frame for the client when called - reuse it when there are multiple calls a frame (option menu show stuff)
Added ramp up parameter for homing missiles, to control accuracy over lifetime.
reapply changes post merge
Merge: from spectate_3p_fix
- Bugfix for spectating yourself causing a client crash
Tests: tried to spectate via F1 menu - no longer possible
Clean: fix formatting for PlayerInfo
Tests: none, trivial change
Update: Block Spectate button in F1 Server menu when selected player is local player
- updated engineui.serveradmin.playerinfo.prefab to link up the button
Tests: Opened Server tab, selected self in list - button was not interactible
Bugfix: Spectating - prevent server accepting spectating yourself
Tests: Used F1 Server tab to spectate myself - no crash
merge from main/naval_update
Reasign sound class to 50call sound and change pitch on loot storage
merge from main/naval_update
Mat instancing for tropical foliage. (Respecting auto-change)
merge from space_station_weapon_skin