129,744 Commits over 4,201 Days - 1.29cph!
merge from multiline_console
Fix unintended new lines after auto completing commands.
Setup floor.frame.triangle prefabs, sockets, added to boat planner.
Merge: from analytics_v2_expose_telem
- Can view AnalyticsV2 stats via analytics.stats, analytics.tablestats and analytics.uploaderstats
Tests: used above to check stats in editor
Buildfix: missing return path in NetworkReadEx
Tests: ran "Test Compile Errors"
Setup floor.wood prefabs, sockets, added to boat planner.
Merge: from main
Needs codegen
Update: AnalyticsV2 - Azure uploader will update uploading client if endpoint settings change
Tests: changed settings and checked with debugger
Fixed networking of ammo types for weapons
Bump steam.inf
Remove lua_matproxy_nobindmat
Matproxies no longer push thousands of material objects to Lua
Removed dummy user messages for removed haptics stuff
Change ScreenFade network to just use floats
Get rid of CHudMenu & its usermsg
Remove dummy vote HUD user messages
Remove Lua hacks that depend on up to date clients
Changes around sv_visiblemaxplayers
* It is now networked to clients and used for the loading screen data (in place of maxplayers), also appears in server_spawn event (on client?)
* Add convar limits to sv_visiblemaxplayers (-1 to 128)
* Removed unused globals set by `loading.lua`
* Removed server data printed to console from loading screen (most of that data is duplicated by console print from server anyway)
* Updated the aforementioned console print from server to include more data
* Updated the color of the aforementioned console print (SVC_Print) to be unique
Nuking SVC_Menu
Improve networking precision of world clicker
* This fixes VERY jumpy tool ghosts in singleplayer when using context menu aiming, especially close to crosshair.
Turn some DevMsg to DevWarnings
* has an invalid spotlight
* Warning, funcladder with block
* --- Host_NewGame ---
Properly prevent damage-inducing view punch from falldamage
* It is applied from server only, so causes prediction errors. Falldamage viewpunch is already applied in the game movement code anyway.
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Clean: replace ClientVar + ServerVar with ConsoleVar
Generates less commands, avoids duplication in console autocomplete
Tests: ran stats command - it worked
Update: AnalyticsV2 - allow resetting stat tracking
Tests: logged stats before and after reset
merge from Halloween_25_Update/PH
Update: AnalyticsV2 - expose stats via convars
Available via analytics.stats, analytics.tablestats and analytics.uploaderstats
Tests: enabled v2 analytics and ran above commands
Disabled some props from the GhostShip that will be in the lighting prefab instead.
Transmission on the blue plastic fish crates.
New signal light materials for red/green/white
Working scene progress.
Card table world canvas culling based on distance
disable potato terrain rendering (shader level 1), level 2 new minimum terrain quality
Run anims on place/block change
Generated new HLOD for floating city 1
building planner view model, new world model, materials, using reskinned wallpaper viewmodel
Added scene2prefab tags to casino and floating walkways to make sure they get picked up by the HLOD generator
switched HashSet to ListHashSet in BoatAI to get rid of enumerator alloc
Adding new v4 driiving anims to source
Fixed large backpack showing link to Krieg DLC in the repair bench
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removed some deeper profile markers from GJK, unnecessary overhead with little info
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Start setting up improved npc grenades
moved a BaseBoat waterlevel test down a level so unpowered boats don't check it for no reason
burst compiling GJK distance methods directly, already compatible
- not using jobs here as it would need a NativeReference alloc for no reason, we just want the go-fast button
- verified compiling with burst inspector
Added prevent movement volumes to casino garbage piles near the bar
Added prevent movement volumes to casino windows as a failsafe to prevent players from trying to get in through the windows
Steering wheel changes for always smooth wheel turning visuals and to fix a couple of bugs.
Reduced material IDs in farm kios by 3. Changed farm sign to standalone asset.
Added Player and Entity to the Network extensions as well (so the source generator chills)
Added so source generator as well
Add 4 proof of concept cameras to the cargo ship