137,015 Commits over 4,324 Days - 1.32cph!
cinema screen ui, placeholder model and prototype code and prefab setup
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hooked up store icons to steam items - realised the item prefab can control the ingame icon
hooked up media images to lny26 sitems and also added store-only icons (currently unused because skin asset doesnt have functionality)
comps box matrix added, guide mesh assigned, prefabs updated, icon updated
comps box removing temporary files
Nested grid changes:
- Add scale to instance data
- Move rotation float2 to uint
- Handle finding grid coords in nested grid with thread id
- Find LOD using precomputed offsets instead of distances
- Adjust grids by offset from LOD0 grid
Don't load monument bundles or asset scenes when running a local server
Add a list of allowed files, don't let the asset scene system load them (not quite working yet)
Tutorial island successfuly runs as a scene in a dedicated build
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Fix clientside golf ball stuttering
Fixed a bunch of serialization mismatch fields in BoatBuildingStation, BoatAI, BoatBuildingBlock and PlayerBoat
Was preventing local builds
Setup tutorial island scene as a playable scene
Ripped out a massive amount of tutorial code for handling the spawning around the world edge
Fix compile errors in Server mode
Fixed server shutting down when player tried to connect
Better line reading of logs
Fix a crash in CVoiceGameMgr::ClientConnected due to binary module usage
Fixed normal headcrabs not spawning from their cannisters
Remove the entire GameStats(Uploader) system
Its never used by anything, just wastes resources
Also references to xboxsystem and matchmaking systems that were still compiled in
Ship a fixed hunter_flechette.mdl
* Uses the idle animation by default now instead of the impact animation, so they actually fly straight now, not at an angle
Update AR2, Flechette Gun and SLAM spawn icons
* AR2 icon now points the same way as other guns, SLAM icon now has the same warmer colors as all the other icons, Flechette Gun icon no longer uses the angled model in the preview
Fix Flechette Gun being able to shoot through thin walls
Fix file list concommand autocomplete searching mounted content
It's only used for stuff like saves and demos, no need to search in mounted games like HL2
Fix sounds played via env_microphone having no subtitles
Refactored node config fields
Added config fields UI
Add trailer chassis that is scaled larger to fit building block sized trailers
Add shipping container building block trailer prototype thingy
Disable the RendererBatching components on shipping container skin for the hackweek
Merge from fishing_village_perf (not expecting much from this, but worth changing anyway)
Fixed youtooz bobble heads breaking after 10 uses
tweaked guitar inUse position
Swap away from projectiles in favour of a standard BaseEntity
- Golf ball can be claimed by a client, this takes client ownership and updates the server on its position (ensuring accurate collisions for local client)
- Various settings to tune update amount
- Simple press e to force golf ball in that direction
Fixed flamethrower not unlocking 5.56 in tech tree. Fixed incend pistol ammo not unlocking 5.56 in hardcore
Very first pass of the node graph: from the data computer, you can build graphs with simple logic gates (similar to scratch/UE blueprints)
Graphs can read data from devices connected with data chips, trigger power outputs...
Can't 100% test it yet because after spending 50 years on the systems I now need to spend another 50 years getting a decent UI
Set exclude layers on fishing villages SafeZone trigger.
Ran s2p on all fishing villages to bring in turret layer exclusions.
Set exclude layers on sentry.bandit.static
move PlayerEnterOrLeaveDeepSea RPC to the PreTeleportPlayer as it is called for all players regardless of mount/passenger state, ensures clear shore vectors
merge from mounted_shorevector_clear_fix
Drums
- Updated foot ik positions on drumkit
- Updated override controller
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Bugfix: prevent leaking entities into save from transient containers
Tests: 2.5k procgen map with disabled deep sea - 5 time save-load, went from 15,565 to 15,606. So we're still leaking, but less than a 0.1% per save. Didn't see anything specific in the entity dump.