130,891 Commits over 4,232 Days - 1.29cph!
merge from puzzle_reset_changes -> main
Fix SpawnGroup on NMS having higher population than "maxSpawnedPerTick" causing it to consider the puzzle looted
S2P
Entity.GetCycle returns 0 instead of nil for invalid entities
Make Faceposer flexes appear in the same order as in the model
Fixed potential server crash
Clamp a bunch of Lua binding enum inputs to valid values
* Silently clamps the value for Entity.SetSolid, SetMoveType, PhysicsInit, PhysicsInitStatic, SetRenderMode, SetCollisionGroup, SetAnimation, SetFlexWeight, GetFlexWeight, IGModAudioChannel.FFT
More input clamping for enum inputs
Fix last static prop not rendering
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scientist_boats_improvements_3 -> naval_update
S2P Launch site to apply previous "pauseUntilLooted" changes
Enable pauseUntilLooted in powerplant
S2P
Rust Birthday Balloons - Updated textures, gibs, rewrote names and descriptions, reran manifest, added testing gibs material
updated prefab scale and added positonal offset
Implement fuse for cannon firing
Pull towards the centre the further out the boats are in the deepsea
audio files import and floating walkway audio set up
Updated model for tactical gloves
merge from Minifridge_IndustrialAdapter
Lowered the industrial adapter socket so its not floating above the fridge when deployed
exported updated chainsaw harvesting anims and slight edit of vm admire camera
Avoid AI mounted weapon controller sometimes targetting other NPCs
- Add boat ai avoidance volumes to tropical 1-4
- S2P
reduction in sail position influence on thrust, less than half what it was but still double the engine's
- still impacts how you place them on the baot but results in less situations where it feels like the boat is not behaving as it should
building planner texture update with new graphics
placeholder setup of viewmodel (so Pedro can see textures)
-set materials to import on model
naval_update -> scientist_boat_ai_improvements_3
turret_head_animations -> naval_update
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Bugfix: UseOcclusionV2 - handle spectating players
Since we no longer do bidirectional checks when iterating occlusion groups, we ended up missing out on spectators and wouldn't allow replication to them.
Tests: on craggy with UsePlayerUpdateJobs 2, flew far away to get outside of network range then started spectating - could see target moving.
Adjust rhib scientists HP
More oil rig boat ai avoidance layer adjustments
Update to rear 50cal character position + timing changes on front 50cal weapon anims
rocket launcher rpg despawn set
Fixed some indirect lighting issues with the lit shader in RRP
delete phantom minifridge icon in root
fixed animated camera issues
setting global shader params update flag after regenerating textures for dirty DeepSea data flags
- Much wider steering force for seeking targets (should help navigate around large obstacles better, eg one side of oil to other)
- Less attempts to reverse when we can just go forward
merge from cargo_egress_fix
Fixed cargo still able to go through oil rig when egressing
bug fix's for a selection of player update 3p animations
Remove scrap cost from io table to bring in-line with workbench
Update FGD files
* MakeRegularAlly/MakeGameEndAlly inputs for gman/mossman/monk/fisherman
* Cleanup trailing whitespace
Fix another infinite loop on disconnect
Update FGD files
* MakeRegularAlly/MakeGameEndAlly inputs for gman/mossman/monk/fisherman
* Cleanup trailing whitespace
Fix another infinite loop on disconnect
merge from green_hazmat
Steamunlock - todo