147,864 Commits over 4,444 Days - 1.39cph!
setting a level of 8x aniso on textures that are used on larger, flat surfaces
Store doesnt pull all steam item properties anymore
Reworked the store external purchase notificaiton to not depend on the acquired property anymore
Bugfix: TerrainHeightMap.GetHeightsIndirect - rewrite using HeightMapData core
This fixes missing deep sea lookups
Tests: ran TestGetHeightsIndirect - passes
Update: refactor core of GetHeight logic into it's own struct
- updated GetHeights to use it
Tests: TestGetHeights passes
3p wire run anim exported and linked to holdtype override controller
Bugfix: TerrainHeightMap.GetHeights - clamp to border when interpolating heightmap samples
Tests: TestGetHeights passes
Fix crash when firing weapons - sorry!
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exported updated 3p 16 frame sprint anim and set anim to play at 1 speed in the player animation controller
Fix the power plant high grade fuseboxes using the wrong loot panel type
S2P powerplant
Add prevent building volume to crash remains
Added new RefreshAndGetItems overload in IPlatformService
SatelliteCrashRemains now kills itself after specified delay.
Added protobuf for it to support save/load
set dressed ladder to roof room, basic details in checkin room
basic sentry cover of the outdoors and apartment b interior
S2P
Fix a couple of post-crash logic issues.
Target location debug sphere rendering remains active for 60 seconds after impact to verify it worked correctly.
Enable powergrid settings on the recyclers in outpost for demo purposes
S2P outpost/compound
Fixed all server compile errors and warnings for RRP
Disable detect collisions for falling satellite
Inventory access always available.
Mount hidden until powered.
Disable free powerup in the editor by default
Add notification when codegen Clean & Generate finishes running and reloading
Rename inventory access menu
Merge from PlayerRIgUpdate2
More performance improvements to the player censor, only takes 0.02ms now., removed a GetComponentsInChildren
Fix furniture spawn position list not being marked as serializable so the room prefabs lost their furniture spawn points on server restart
Implement lockpick mechanic on rentable vending machines
Lockpick can be used on a rented vending machine not owned by the using player, allows access to the vending machine inventory for ApartmentCommands.intruderauthseconds convar (300s by default)
Move shop costs (InitialScrapFee, ProtectionFromTakeoverHours, ScrapPerHourRent) are now replicated, unchanged values
Remove upkeep scaling based on the contents by adding convar for `rentscaling`
- default to `0` (turned off)
Swap EntityRefs to Syncvars, remove synced NetworkableIds
Merge from containerioentity_sorting
Fixed non local players missing some animations for melee weapons
Held Entities with animation sub systems will now receive any signals from the holding player (attack, throw, etc)
Merge from PlayerRigUpdate2
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Updated Facepunch.Steamworks
InventoryResult: added GetItems(string[]) overload to fetch specific steam item properties
Fixed animation warnings on torch
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Reset surface.SetAlphaMultiplier every frame start
Adjust env_fog_controller blinding check
Cleanup cache/workshop/ on dedicated servers
Replace empty string with <NO MAP> in windows srcds console
* Just so it doesn't look like its bugged
Minor fixes for NPC multiplayer support
Potential crash fixes
Minor cleanups + extra filesystem checks
Fixed some issues with HLfaceposer.exe
* Fixed a crash, missing textures
Build vtf2tga, splitskybox, captioncompiler, elementviewer
* There were previously prebuilt only, now we built and ship our own versions
* Delete glview.exe as it appears to be some legacy app for Hammer portal viewing?