200,012 Commits over 4,140 Days - 2.01cph!
subway maps models and textures + prefabs
Undoing "Autoturret is powered when its parent has engine on" to be safe
No longer deployable on tugboat: shotguntrap, autoturret, flameturret
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15
merge from boombox_reconnect_fix
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Merge from media_projects/2023_06
Fix missing material on tugboat gibs, required a duplicate material to be generated for wood panelling
WaterSystem server compile fix
Don't allow IO connections on entities that are in the hierarchy of a vehicle (still need a better way to isolate which entities can be placed on the tugboat, but this should stop any IO shenanigans if things slip through)
Bypass this check on the tanker car module as that's the only case we want to allow IO connections to entities parented to a vehicle
Toned down player preview lighting brightness
Fixed gaps under tugboat doors
Fixed torch and rock selected skin not being applied on respawn if the selected skin is a redirect item unlocked as part of a bundle (note that this behaviour is exclusive to builds, the editor has a different process for assigning starting items)
Fixed server-side projectiles not damaging tugboat
Fixed infinite WaterCamera NREs in scenes with a camera but no ocean
Fixed spraycan redirect reskins not properly restoring local position on parented entities (fixes disappearing door when switching to/from industrial door skin)
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Don't parent gibs to vehicles, fixes slow motion movement of gibs when a deployable on the tugboat is destroyed
Cherry pick
84023 (switch to BurstClothHitboxCollision)
Fixed tugboat gibs floating in slow motion (see new UsePerGibWaterCheck option on Gibbable component)
Shrink colliders to fit on tugboat gibs, still has some erratic behaviour but is a bit less extreme
Use an index based lookup for preloaded cassette audio instead of using StringPool, simpler and solves StringPool warnings when calling an answering machine
Added tugboat gibs, although gib behaviour is currently insane
Matched sonar blip colour to sonar sweep colour
Merge Tugboat -> save239. Had to stomp
84010 and
84019 temporarily - will restore them in a moment.
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Limit networking of m_iGModPlayerFlags to useful bits
Added func_friction to the FGD
Minor change to net.lua
Fixup toggle_duck in multiplayer
Increase networked bits for player flags so HasGodMode is networked
Entity:SetFriction affects players
Also default to 1 on client. Also increase network bitcount to avoid prediction errors.
Wrote again to have single array to make job system happy
Input: large unsorted NativeArray of every meshes
Cull and sort them in the job system
Render each mesh from a large compute buffer of the output
Not rendering in exactly the right place but need to checkpoint
Replace BurstCloth components with BurstClothHitboxCollision so things handle parenting etc better
Update BurstClothHitboxCollision to work with entities other than players
Fixed previous udnerwater "fog" fix not applying for submarine windows
Fixed underwater view distance adjustments via WaterOverlay not doing anything
Fixed Tugboat caustics projecting into nothing, not being set up for its size.
Added colliders and updated the LODs for the oiljack
Water droplet material is underwater masked.