136,767 Commits over 4,444 Days - 1.28cph!
Add budgeted queue for pathfinding requests
Added control point/ tangent editor tools to world spline inspector
Raised entry bars
Moved lamppost backwards to give enough room for vendor/bradley to pass
set up anim event for 3p reload shells ejecting
Added ziggurat blockouts with interior
Clean: fix 2 Pool obsolete warnings
Tests: none, trivial changes
Merge: from main
- There's 2 new warnings for obsolete pool usage, will fix in next
Tests: Built all modes in editor
Have wolves clear their target after eating, as else they can hunt you down after finishing their food if you passed them while they were eating
Merge: from main
Tests: built all modes in editor
Change output folder structure per Lewis' request
Merge from main.
Reset this week's skin items scene materials to default.
Allow wolves to eat corpses and meat
Refactor targeting component to be budgeted and part of sense component, this fixes a bunch of issues where wolves would overcommit and ignore other threats closer to them
Increased the wallpaper spray can use distance from 3 to 5 meters
Various ground foliage tone/brightness tests for mesh+terrain consistency & contrast.
Smoothed biome temperature curves so that temp no longer briefly dips right before it starts to rise.
Adjustments to aerial density for the new grading. Less hazy at a distance.
Lowered it at night too. Makes anti-gamma range a little better.
merge from ArmouredCockpitColliders
merge from CarLockLightFix
merge from spraycan_industrial_door_fix
merge from blockedby_toast_leakfix
Removed all collision again from the deployable computer station chair
WIP adjusting underground network thresholds based on EnvironmentVolumes marked as part of train tunnels (needs tuning, currently marks most of the underground system as part of the caves layer)
Fix not being able to reskin industrial door with spraycan
Increased some scientist spawns to 20m from 10m. Leaving some others at 10m that are in reasonably small or enclosed spaces. Launch site, train yard, airfield, trin tunnels updated and S2P.
Merge main -> SpawnMargins
Added server.allowUndergroundNetworkGroups replicated convar to control the new underground groups behaviour, enabled by default
Should not be modified at runtime, set it on startup
Added killallplayers server convar. Kills any human players who are not in god mode.
Added espcanvas.UseRandomTeamColours convar, will render the nametag of teams with a random colour (requires espcanvas.ColourCodeTeams to be true)
Uses a selection of 49 colours based on the team id, if more than 49 unique teams are on the server then colours will start repeating
Fixed BuildingBlock.CanSeeWallpaperSocket NRE
merge from wallpaper - nre fix
merge from helicopter_orbitstate_nre
merge from workshopeditor_improvements
merge from pingwarning_fix
Fixed loading screen ping warning formatting
Made it not loop indefinitely.
Ported the ammo models from the other branch.
3rd person reload FX with new IK fixer.
Rock_formation_huge
Created all variants, LODs, colliders, prefabs and baked LODs
Update .gitignore
Pull Request: util.Timer additions
TIMER:Start() default first argument to 0
Added TIMER:GetElaspedTime()
game.CleanUpMap() clientside now clears beams and temp ents
Fix VBSP being unable to find sub instances in subfolders
Prevent crashes with wireframe model rendering and high vert models
Have wolves eat corpses and meat
Fix wolves thinking they already finished moving instead of waiting for the async path request result
Applying shelved work: Support for skins that aren't approved yet, process rework, error handling, logging, fixes, etc
Update: Switch to Dynamic measurements for Pool perf tests
- Also moved the tests into it's own nested class since there'll be more in the future.
Surprised this is not default behavior, but ah well. It does run less measurements, so it avoids random spikes.
Tests: ran the pool perf tests, results line up with previous