111,295 Commits over 3,928 Days - 1.18cph!
Use dedicated `gameplay_analytics` convar instead of requiring the server to be official with stats enabled
Start refactoring EventRecord.Submit() to static SubmitPoint() (so we can force use of uploader classes in future)
Remove eventrecord blacklist (was used to stop uploading of frequent events) because it's not used and complicates code
- if events are spammy we can remove them
Fix shipping container walls ColliderInfo component missing Opaque flag, preventing spray can sprays from working on them
Merge from zipliine_improvements
Increase max zipline length to 185m (was 175m)
Fix sidecar bike pulling slightly to the right again
Give all bikes a bit more air control power
Make sidecar bike control much more similarly to the standard bike
Minor scrap transport damage fx improvement.
Improving patrol heli damage fx WIP.
Merge from zipline_improvements
Fixed several powerline platforms missing the correct PathSequencePowerline component, resultilng in too many zipline platforms spawning
Increased the maximum distance a zipline can travel to 175m (was 150)
This brings the same test map used on this branch to an average zipline distance of 216m (was 188m and is 121m on release) but brings down the total zipline disance to 19km (was 30km and is currently 20km in release)
The inflation in total zipline distance in the last revision was largely driven by ziplines overlapping each other and making a bit of a chaotic mess of lines, this is now much cleaner
Not deployable in large hollow trees
Fire damage do not trigger the alarm
Additional checks on wire deployment
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First pass on browser info
Added first pass of jungle wall ruin caps for kit testing
Protobuf gen etc post-merge
Now deployable on the Default layer (fixes a lot of issues with monument colliders set on the Default layer)
Disabled collision with player vehicles and AI vehicles
Tweaked the deploy volumes again
Added a way to override the placement layer mask of a deployable prefab
Hill cliffs erosion progress
Add proxy tag fsm transitions, fix movement from previous states perduring in new states, proxy hurt state
Triggered by opening doors
Updated protection values so it can take damage from fire
Decay durations, starts losing health after 30 minutes, fully decayed in 4 hours (subject to change)
Not deployable on tugboats
Not deployable underwater
Tweaked the construction checks: fixes a few deployment inconsistencies with foundations
Updated & enabled the navs and beacon that were already present on it but hidden. Just to test.
Optimized textures.
Removed old FP logo.
Optimized lights.
Fixed spotlight glare issue.
Fixed tin can alarm deployable on itself
exported wolf run hit animation test
Fixed wallpaper pickup always giving default skin item
Fixed right click opening the pie menu while holding wallpaper
Render folder paths and filenames now use the format "ItemName/SkinName/ItemName - SkinName_xxx"
Fix wolf not taking damage
Subtracting
101333 (introduced server issues)
Added PrepareScene_PreRecord for init between takes.
Zero out Rotation parent for each take.
Remove unecessary includes
large rock formation a test case
jutting cliff test case
Simplify hfsm by implementing it with a stack instead of recursion
Add my own test duplicate of twitch render scene before I destroy it
More batch rendering progress.
moved ragdoll convar to server
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