194,087 Commits over 4,079 Days - 1.98cph!
WIP new PickupVolume system
Works like a DeployVolume but denotes a space that must be clear of other deployables before an item can be picked up
Setup on bamboo shelves for testing
Merge from targeting_attachment
Add a temporary icon, crafting costs
Improved responsiveness of deleting pings, no longer wait for the double tap duration if hovering over an existing ping
New Targeting Attachment weapon mod, allows the player to use pings while the weapon with this attachment is equipped
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Adjusted new silencer position on custom smg, spas12 and pump shotgun
Added spawn.loot_population_test, if set the spawn system will use that value as the current number of players on a server. Useful for testing loot drops in different conditions
Also cap the PlayerExcess method with population_cap_rate, which uses the Spawn.player_base convar to determine loot frequency
Only apply population_cap_rate if it is higher than the actual population cap, will prevent servers with small caps getting their loot sped up inadvertently
Added spawn.population_cap_rate, when set acts as a cap on how fast loot can spawn when being scaled by player count
Defaults to 300, so loot will spawn on servers with a higher population as if it is on a 300 pop server
Can be set to 0 to revert to the old behaviour
Fix possible inconsistent RNG placements, use minimum radius to avoid noticeable culling with shadows, increase cell plane test bias to compensate
Merge from apple_improvements
Now need 1 apple to cook an apple pie (was 2)
Added apples to the possible sale options at water well vendors
Increased chance of finding apples at water well food caches
Fixed an NRE on the t1 smg
Added new positions for bulky silencers on bolty, semi auto rifle, thompson, l96, m39, t1 smg, sks and m4
vending_machine_modify_listings -> main
Can now modify Vending Machine listings.
Clicking on an existing listing repopulates the sell order input fields.
Added ability for ViewmodelAttachmentOverride component to override based on specific prefabs, not just attachment type
Added barrel_bulky roots for most pistols that will be used by new silencers, adjusted scale of silencers to try and keep ironsights clear
bee_spawnrate_reduction -> main
Missed oak_e... Lives in a different folder
Add Flash [ON]/[OFF] display to camera UI
Control flash with standard F light on/off
Wider flash
Created a new bulb icon (light one)
Merge from lr_deploy_speedup
Fixed CurveStateSpeed component not resetting animator speed to 1 when the state ends
Fixed missing initial 50% roll when calculating armor slots leading to all armour pieces having a slot even if no tea was consumed
Add Buttons.DirectionalDrop, hold to use directional dropping.
Correctly include any inherited drop velocity, and the original velocity variance
Some more rough wip changes, some cleanup and sever side validation
Climate & post for remaining biomes.
Item set view model anim updates and added missing .viewmodel content
Added and updated more floor wallpaper materials for testing
Minor cleanups
Queue lua_error_url messages until SteamHTTP is available
Make Lua print() and error() colors the same
Compile warning fixes
Update Metrocop player model to have a valid shadow LOD
Do not render dragndrop overlay when UI mouse input is not active
A bit of a bandaid fix, but it works.
Minor cleanups
FPS independent CUserCmd:GetMouseY/X on server
Client's FPS would affect the values the server gets (higher FPS - more intermittent results, causing "low sensitivity")
Now we accumulate the mouse deltas when client performs "extra mouse sampling" and send the accumulated value instead of whatever happened to be the latest delta value.
This affects Physics Gun +USE rotation and GMOD_Camera by default, but also all mods using the aforemention functions. They should now function more predictably regardless of client FPS.
merge from vehicle_trigger_damage_fixes
Network flash effect
Minor prefab changes
configured LootContainer damage for modular cars and bikes
tier 3 boat steering wheel blockout
added simple trigger-compatible collider to barrels for vehicle damage, leaves original collider setup the same
added additional damage multiplier for LootContainer entities to TriggerHurtNoChild for vehicle damage
Added a usable flash to the instant camera
Fixed Oil filter world model outline using Soda can
Adjusted worldmodel collider
Shotgun & bow view model anim updates and added missing .viewmodel content