128,273 Commits over 4,201 Days - 1.27cph!
Added prevent movement volumes to the small ramp to stop players falling through
Merge from hackweek_boxsorting
More sorting fixes
Apply a 1s delay to all sorting after a container is marked dirty, if a container is marked dirty again in that window restart the timer. This prevents sorting running every time an item is moved if a player is hover looting a container
Sorting should preserve positions of objects that are considered equal by the selected sorting mode (eg. sort by count, can now swap around all the 1x stacks while keeping the >x1 stacks in order)
Added a passthrough to the storage adaptor
Storage adaptor now requires 1 power (won't require power to use industrial transfers, only for sorting)
Flatten small displacements
Fix displacement origin calculation
Increase grass displacement factor
Clean up and restructure for performance testing
Include all prefabs under Assets/Scenes/Prefabs in the props asset scene for custom maps to use
Merge from puzzle_reset_changes
Merge from puzzle_reset_changes (only enabled on water treatment plant for testing)
Merge from server_history_dns
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