135,703 Commits over 4,444 Days - 1.27cph!
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
Updated Facepunch.Steamworks
InventoryResult: added GetItems(string[]) overload to fetch specific steam item properties
Fixed animation warnings on torch
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?
high_level_networking_improvements -> main
Mark a few more clan UI methods as UnityEvents
Include the player's inventory in their apartment rent calculations so they can't sleep or stand in their room and store items on themselves to avoid paying extra rent
Add monument type filters to SpawnFilter, add metal detector spawns to lake/canyons/oasis
merge from prototype -> apartment_complex_monument
Add EntityRef support to our RPC source generator
Merge from prop_assetscene_split
Split the props asset scene into two, one for commonly used prefabs and one for the rest
Should help improve load times on most servers with modded maps by cutting down the number of prefabs that load
Update files that are showing as different from main
Merge from m16a2/turret_burstfire
Restore missed change in last commit
Cache the invoke delegates in AutoTurret.Server
Resolve upkeep terminal in PostServerLoad() instead of inside Load() where the room can load before the upkeep terminal
Restore changes from merge
maintaining gas station spawns better car parts (w mockup prefab)
Update(tests): add TerrainHeightMap unit tests that cover GetHeight + GetNormal and their variants
Tests: ran unit tests, some failures are unexpected