243,538 Commits over 3,898 Days - 2.60cph!
Shift things around a bit
Oops, already had some code for PositionTickRate
Use FixedUpdate tick for the player corpse position sync. Seems to keep them in sync with vehicles they're on a bit more reliably
Added support for showing all members of every team on the map while spectating
For this to work the spectator needs to run "global.toggleSpectateTeamInfo 1" to start sending the data
By default all teams are shown, on the client the BasePlayer.filterSpectateMapTeamID can be used to filter to a specific team (0 = show all teams)
Map markers are shown in the correct team colour and will match their nametags
RelationshipManager.createAndAddToTeam will no longer NRE when attempting to assign a player to an existing team (they will get assigned to that team)
Moved colours for friendly/hostile/clan into static colours instead of the player nametag prefab for access elsewhere
Don't interpolate ragdoll rigidbodies on the server side. This change actually improves the collisions, weirdly enough.
Set default ragdoll collision mode to Continuous Speculative - same rationale as for dropped items
Enabled ragdoll <-> vehicle collision
Fixed AddRenderer on SkeletonSkinLOD being called before Awake when using server-side ragdolls
Merge from Twitch_Rivals_IV
Merge from Twitch_Rivals_IV/racing
Added a timeout for races (WaypointRace.raceTimeout convar, defaults to 15 minutes)
Move WaypointRace component to vehicle position every frame so the player will never leave network range
Tighten up toast wording
Merge main -> ServerSideRagdolls
Improve GameObjectToggleState handling in different hierarchies
Extended "Developer/LocalCoord Diffuse" shader to support Alpha and AO; added optimized variants without textures
Added a GameObjectToggleState state machine behaviour, can specify a range of an animation in which a given gameobject in the hierarchy can be on or off
Assigned to single reload anim to toggle the ammo mesh on and off
Changed HBHF from radial menu (hold E) to a dialog (like electric branch)
Added checkbox to toggle "Authorized Players" and "Unauthorized Players"
Changed default of HBHF from auth + unauth -> unauthed players only
Allow configuring HBHF before they are plugged in, as long as you have building privledge
Fixed barrel attachments not working (transform needed to be called "barrel")
Citizen/animgraph: rework input-based lean layers
The upper body lean component now works much better, and is nicely staggered with the additive pelvis position component. A copy of the system, with different settings, is now applied while crouching, which improves settling back to idle. The upper body bit is still a bit hacky due to the lack of model-space additive support, but this works OK enough for now. The entire system is composited in *before* the "center delta" system, so it can't stomp any non-default idle poses anymore.
https://files.facepunch.com/maxlebled/1b1611b1/2023-11-16%2021-41-22.mp4
This can be neater now Conna fixed that stuff
Live Unit Testing changes environmental variables and I don't know how to change it, so we get this mess
More BytePack game var types
trimsheet models .meta files
Fix clan table map shader compile error
Added ablity to pickup carlift if its not in use.
Add deployable filter category to industrial (the "Items" F1 tab) as it was missing
Remove IPD measurement - feels useless here - and clean up
Add TrackedDeviceInfo defaults
Move performance timing stuff into VRNative.Timings.cs, clean up some more stuff
Put some of this data in Performance window too
merge from main with the holy re-serialized materials of deeath
latest greybox content... and it's a wrap before review
Support params object[] when validating method for CodeGenerator.WrapMethod
Initial VR performance stats editor tool
Takes data from SteamVR compositor, tries to turn it into something that
is more useful for us - not sure how much of this data we need/want, or
what else we want right now
Invoking nested expression graphs works
merge from waterguns_last_burst_fix
merge from contact-shadow-intensity
merge from TugboatDeployableCollisionFix
merge from qol_diesel_despawn
WIP auth system for shelter.
trimsheet .meta file updates
Don't update physics position from physics if we're a proxy
RPC poc
RPC attribute POC
BytePack
ByteStream faster System.Array writing
Expose a BytePack to GameNetworkSystem ( temporary until we figure out how to work it )
Merge branch 'master' of sbox
Enable episodic behaviors for npc_citizen
Improve autorefresh handling for lua_openscript scripts
If the opened script is in one of the special folders such as autorun/, autorefresh those based on our pre-existing rules.
Added ENTITY:TranslateActivity( act ) for `ai` type entities
Do not handle spawnicons and posters during render.RenderView
Added GM:PostEntityFireBullets( ent, info )
This hook is called for every "pellet" of a FireBullets call, contains the performed trace (i.e. which entity it hit, and precisely where), and can block the bullet from firing when returning false
Some of the bullet structure data is not available due to it being deemed useless or "obsolete" when the hook is called.
Altered how missing members of GM:EntityFireBullets return table work
They used to default to weird static values, now will inherit the previous value that was passed to the hook, which seems more logical
Added basic priv to shelter using vehicles system.
GraphNodeDefinition binding
Leather gloves 5min -> 20min
Roadsign gloves 5min -> 40min
Tact gloves 5min -> 40min
Spas12 shotgun 5min -> 60min
Basic tea 5min -> 20min
Advanced tea 5min -> 40min
Pure tea 5min -> 60min