244,583 Commits over 3,898 Days - 2.61cph!
Improved Attack Heli detailed colliders
Improved attack heli world colliders
Merge Main -> HomingMisileLauncher
Merge Main -> Attack Helicopter
v_usp: added two-handed versions of the reload animations
Add missing SeekingServerProjectile component
I think this got removed somehow in
87271 and broke homing missiles
Merge from main -> global_networked_bases
Fix steam browser stopping query after 10s by returning every server that didn't respond and showing ? ping
(why does steam source query the servers if it already serves all the data from the master server?)
Put all servers that failed to respond to the query into a "Unqueried" list intead of "Unresponsive"
Fix Vector3.ToScreen not working as it did before and breaking lots of stuff. Implement backwards compatibility and evaluate if this is the right solution later.
Fixed furnace skin emission always have an incorrect orange tint. EmissionToggle script now checks whether the base emission colour has changed, and automatically saves the new data.
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Add IMaterialReplacementCallback interface, is called when a material is replaced via a skin
Reinitialise EmissionToggle when it receives this callback, fixes furnaces showing the emisison colour of the vanilla furnace when lit
Added a functional hit marker to the attack heli UI dialog
Add the remaining tonemap properties
Experiments with layering cameras and multiple viewports
Remove unused spherical vignette from renderingpipeline and core shaders
Unused viewport shit in camera renderer
CCameraRenderer inherits SceneCamera Name for debugging
Update global_networked_bases/2021
merge from Attack Helicopter
Rocket heat seeker damage changes and large_helicopter_protection changes - Helicopters now take two hits to destory, scrap transport helicopter remains at 4.
Merge Main -> Attack Helicopter
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phrases
Fixed weapons rack typo + shared token
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Added SENT_AI:OnTaskFailed and others
Added NPC:GetIdealYaw, NPC:GetArrivalDirection, NPC:SetUnforgettable
Added CNavArea:MarkAsDamaging, CNavArea.IsDamaging
merge from global_networked_bases
Disable RendererBatch component on all container skin prefabs
Tool to disable render batching for container skin
When showing generator under attack use infinity for MinMaxDistanceAlpha
When a generator is attacked, periodically show that team a notification and update its UI icon to pulse and change icon. Fixes #73
SourceTV fixes
Player.IsBot now returns true for SourceTV master client
Prevent tv_enable going beyond absolute max players
Turn BaseStyles members into a table containing type, default value, and inheritance state, generate BaseStyles.Defaults
Auto-generate layout cascading based on inheritance state
Use BaseStyles.Default instead of hardcoding defaults
Similar to `css-defaults` branch but this does it better - so I'm
deleting that in favour of this.
Rather than hard-coding the default value every time we fetch it:
```cs
var value = Styles.BackgroundColor ?? Color.White;
```
We should be doing something like:
```cs
var value = Styles.BackgroundColor ?? Default.BackgroundColor;
```
Provide default values as fallbacks for style transitions, use LerpProperty inside BaseStyles.FromLerp
In FromLerp, check if the property we're trying to change is actually changing
Prevents us from stomping property changes when a transition is running
with `transition: all` if you have an animation running simulataneously
Move default styles into `DefaultStyles`, make everything readonly
VirtualScrollPanel uses DefaultStyles
Only use fallback inside Lerp functions if from/to are null
Move null checks into Lerp functions, remove logs
Tidy up, use same code path for lerps
Refer to default values in docstrings, inherited/cascading values lerp to their initial `from` values if `to` is unset
Merge fixes, Name -> TypeName