31,170 Commits over 3,928 Days - 0.33cph!
Merge from SteamNetworking_NotByDefault - RakNet will remain the default network protocol till further testing is carried out on SteamNetworking. SteamNetworking is likely to be default enabled in January patch instead.
Codegen and phases checks
Fix ability to split stacks / move items when a container is locked
Add "spawngrid <prefab> <width> <height> <spacing>" command
Added a vehicle lift sound for updating the lock code
- Increased caboose lighting check from every 10 seconds to every 5
- Fixed listen server bug where LightGroupAtTime could miss the intended IO Entity by getting stuck looking at the server-size version
Added sounds at the vehicle lift for lock create/remove and vehicle repair. These are also synced to other clients.
Increase netting trigger size so it works on stone wall frames as well
Added a popup tip to explain how to toggle the flashlight on/off
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Cherrypicked Caboose window fix.
Added convars: steamsendratemin, steamsendratemax, steamnagletime
Fixed modular car fuel tank not needing keycode entry
Re-exported keypad models with correct vertex normals on all LODs
Texture meta tweaks, lightbulbs are transparent again, LOD distance tweaks
Allow whitelisted players to still use a vehicle when the code lock is in temporary lockout mode
Fix sam sites acting like splitters rather than passing through all power to "passthrough slot"
Fixed keycode entry interaction still showing even when the keycode was in locked-out mode (although the entry would always fail).
Applied 5 new colors to hoses too (orange, pink, purple, aqua, white)
Switch F1 menu to pixel scaling when it goes below 1080p
Oops, reverting a file I didn't mean to commit
Clicking between buttons on the keycode entry UI no longer closes it (applies to both vehicle and door keycodes). Clicking outside the button area still closes it.
Adjusted deployment & colliders of all IO entities to prevent clipping into floors
Fixed caboose candles clipping
Added visuals for modular car code entry blocked state (matches the visuals on the door code locks)
Adjusted vehicle code lock LOD levels to be closer to the door code lock levels
Scene2Prefab on quarry monuments
Quarry & pumpjack now 2 minute / diesel
Scene2Prefab
Added support for modular car keylocks to authcount console command
Removed visible code lock from 2module_passengers
Hopefully fix harmony hotloading once and for all
Exposed metallic / glossiness constants in material inspector for blend layers
fixing broken path to prefabs inside junkpiles
Fixed gap allowing LOS access in coaling tower exit corridor
Removed un-harvestable tree entities from giant excavator scene
Attempt to fix hole in terrain of cave_large_hard - couldn't check the exact seed as procedural map changed since report
fixed powerline_poles baked LODs vertex normals producing incorrect lighting rendition
doubled geo and culled backfaces on material
Adding more building topology in desert military bases to prevent undesired HAB spawns
Fixed some sort of 𝘫𝘦 𝘯𝘦 𝘴𝘢𝘪𝘴 𝘲𝘶𝘰𝘪 problem with modular car chassis import causing a dodgy keyEnterDialog assignment
Fixed hole in checkpoint_single_rural mesh
Fixed the missing deferred decal script on the prefab
This will need S2P
Subtracting canvas_disabler_2 - multiple issues, outside of the scope for the upcoming update.
Fixed NRE when interacting with armoured cockpit windows
Attempt to fix invalid splats for cave_large_sewers
Use existing HasADriverSeat method - don't need IsCockpit
Fixed central looking looking only at the driver, instead of everyone in a cockpit module, when determining if it should re-enable
Added LODGroup component to terrain_blend_cube
Tweaked clone icons to more clearly show berry colour
Added 'A-pose' clip to cinematic controller
Added 'ent auth' support to modular cars with code locks