111,288 Commits over 3,928 Days - 1.18cph!
Improved hotspot node y choices on wood piles
Pouch/Satchel rig/burst cloth setup
Remove all [MapGeneration] component since it's unused
- in future we are going to remove components from map gen scene in a different way
merge from main -> monument_scenes
merge from fix_cached_browser_query_parallel -> main
Switch cached browser queries to run in sequence instead of by parallel
- add `cached_browser_parallel` convar (default: false) to modify this behavior
- randomly scramble the order of the queries
Much cleaner behaviour on outside points
Belt pelt constraints setup
Added mantle/head back into prefab
Woodpiles ~
Node hotspot keeps spawning in the tight parts of the mesh - add an optional parameter to force it to spawn more towards the outside of the mesh
More changes to effects and sounds
Bone retarget on belt pelt bones
Swapped woodpile over to wood effects
merge from fix_steamworks_gcs -> main
Do not merge dropped items with a different skin id, fixes dropped wallpaper with different skins merging together
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Reverted my last change about the sleeping bag error
Check if the player sending the RPC has streamer mode enabled and edit any player name if yes
Fixed player names being leaked by the Blocked by player {0} errors when in streamer mode
Slow and obscure vision darts wip.
Update Facepunch.Streamworks with fixes that reduce allocations when querying large amount of servers from steam
Radtown S2P:
Fixed an odd looking hotspot in the flickering fluorescent.
Radtown S2P:
Distance flare range adjustments.
Radtown S2P:
Some lights stay on 24/7
Fixed script incompability breaking the fluorescent emissive material flicker
Have wolves react to player torches
Add new methods to grid and BaseEntity.Query to remove the need for a static array
Phrase tweak:
from: You cannot assign {0} a bag, they have reached their bag limit!
to: You cannot assign a bag to this player, they have reached their bag limit!
So we don't leak player name to clients in streamer mode (this error is server side, can't know if the client use streamer mode before sending)
Radtown S2P:
Fixed flickering light in main garage behaving weirdly.
Fixed a few inverted trigger volumes causing various weirdness with FX/Lighting.
Fixed the main fire shadow light teleporting to the middle of the radtown at runtime.
Fixed lobby fire not having sound and damage triggers.
Fixed wall clipped flickering at two rad barrels.
Tweaked some PFX LOD distances.
Let server send game tip on top of any screens to clients, added back the overlay parameter to the showtip command
Added root bone above belt pelts
Setup burst cloth for belt pelts
overly simplified basis for hitchable entities
Digital Clock Material Updates
Added belt pelts to skeleton/prefab
Optim: StringView.Split can use user provided temp storage
ServerInfo uses a pooled list to as a go-between the StringView and HashSet. This provides last noticeable change that reduces an allocation per ctor, with average going down by 1.3 (8.31 -> 7).
Also reinforced empty tags to not allocate a new empty set everytime.
Tests: checked ServerBrowser - tags still recognized.
Update of digital clock screen size
Optim: Replacing ServerInfo.Region with StringView instead of string
Avoids another optional allocation, avg count went down by 0.6 (8.95 -> 8.31). This looks like mostly it for clear&easy wins.
Tests: Checked server browser, it displayed region tags
player update. 3p handcuff anims exported with wounded anims. WoundedFromCrawlingHandcuffed override controller updated with the wounded handcuffed anims
Final prefab (code fix pending)
Server can send construction errors debug logs to client, will show up both in chat and logs if errortoasts_debug is true
Moved the error handling logic out from BasePlayer to GameTip
Fix client / server compile errors
Digital Clock art pass placeholder textures
Update: Add ServerInfo.Protocol enum
Avoids us creating a string to track which protocol to use. On average, saves about 0.6allocs (9.56 -> 8.95). We already have a similar enum on the game level, but this has the "Default" member.
Tests: none, trivial change
Fix scoring and ranking of potential destinations not being respected
Hide Clouds Convar -> Main
Main -> Hide Clouds Convar
New Divesite Spawns -> World Update 2
Add divesite scripts to each prefab
Buoy's added
Spawnable added
Crate spawns wired up
Eliminated areas that poked through wallpaper pieces in legacy wood skin