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Ensure cargo map marker is always placed below the crates.
Fixes times where the crates were hidden under cargo
Potential fix for scientists rendering while sleeping, then being shot without reacting, and dying only if the player gets close again
Forgot to save, material fixes
Added collision back to shop E. Small material changes.
added HUD element for line tool, new convar for configuring direction lock distance threshold
First pass of materials on rentable shop E (still WIP)
merge from naval_update/io_boats/privilege
Ensure crate_ammunition and crate_fuel block player item input the same as the rest of the labs crates
labs_crate_player_input -> main
Slight changes in GetPrivilege to support tugboats
Flame turrets deployable on boats
boat_hand_animation_fix -> main
Fixed steering wheel and throttle issues on the PT Boat
Fix scientists bypassing a big part of player armor, eg hazmat only blocking 5% of scientist damage, and fullmetal only blocking 25%. Most clothing will now block damage as you'd expect (eg hazmat blocks 30% and fullmetal around 50%).
Shotgun trap deployable on boats
DecayEntity::GetNearbyBuildingBlock can now get boat building blocks
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Added missing server collider to DS Signal Computer.
Fixed tropical1 bush billboard oddities.
merge from ddraw_sceneview
made ddraw work in the scene view as well, handles Text and ScreenText as well
Merge: from fix_sortdeferred_race
- Bugfix for sorting of hits potentially running in a race with previously scheduled jobs
Tests: unit tests
merge from dragbyangle_improvements
Optim: merge count and sort jobs into one
Tests: unit tests
improved consistency on dag-by-angle calculations on player boats
- changed from batched raycasts to batched spherecasts
- actually check if the hull the cast hit is from the boat we care about
- casts are made from the center of the hull bounds, avoid edge case where this was skimming the top of the boat
Add previewed line tool method, behind convar
clothing box - texture pass and material updated
Added decayentity.debuggetprivilege, helps to see when we used the slow Vis rather than using cached priv
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Bugfix: GamePhysics.SortDeferred - respect dependsOn handle param
Tests: ran unit tests - all pass
shipping container texture repack
projected decals and decal materials
Paint line tool, directionlock method
Boat building stations now cache the steering wheel in the buildable area
This avoids the slow Vis when building on boats and when HBHF sensors check privilege of detected players on edit mode boats
Add missing SetApplicationId call for Discord integration
stripping shipping container models from the decal submeshes
converted all prefabs to meshLOD
Minor HBHF refacto, don't bother polling privilege if the players in the trigger aren't elligible (dead or sleeping)
All tests passed
Added IPrivilege, implemented by BuildingPrivlidge and SimplePrivilege (vehicles, shelters)
Added GetPrivilege in DecayEntity, gives a building/vehicle agnostic privilege getter
HBHF sensors now use that, so they can work on boats
storage boxes prefab adjustments, disabled LOD3 shadows, cleaned up unused overrides
Merge: from spectate_stay_after_dc
- Update: when spectating a player that disconnects, the client starts orbiting their last position. Third-Person is the only valid camera mode in that situation
Tests: spectated a player that disconnected - was able to look around.
Fix throttle hand interactions on RHIB
These were working originally but after as many small changes they ended up being forgotten
Update: client now hovers last spectated player's position in third-person mode when spectated player disconnects/gets nuked
Tests: spectated player that disconnected - started orbiting. spectated as only player on server - orbiting original position (as before)
Revert to a better cs: #
144447
added ddraw to playerboat.lookatdragbyangle command
Update: when spectated player disconnects, stay spectating above their player
Don't like how the logic is tied to the player/sleeper, need to improve on the clientside
Tests: spectated player, then that player disconnected - stayed in an area