193,207 Commits over 4,049 Days - 1.99cph!
Code review: ApplyBoundsChecks now takes an additional LayerMask that will get rejected regardless of whether it has a SpawnableBoundsBlocker, use this to remove a bounds check in SpawnHandler.Spawn
Code review: don't repeat physics checks for each BoundsCheck component on an entity
Molotov ground flame iteration
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Fixed GameTips error if a player who has never used voice chat walked close to an NPC
Fix clan table notification in vitals area being the wrong size
Fix right clicking on the nexus map moving the point of interest
Disabled vertex compression on Position. Everything else still turned on.
added isToggleSwitch option to SimpleSwitch_LightSwitch
flashbang tech tree setup
Final'ish ground flame prefab
Added Entity:IsInBounds
Added string.StartsWith (Community contrib, for consistency with string.EndsWith)
Disable plant genes canvas when invisible
Made player_manager.AddValidHands skin/body arguments optional
Group NPC weapons by category
Community:
* Minor adjustment to DCheckBox:Toggle
* SWEP:HUDShouldDraw is no longer required to return true to not break HUD
* Added an option to player_manager.AddValidHands to match hands skin to player model selected skin automatically
* Reload spawnmenu on language change
* Added HL1 357 & shotgun to NPC usable weapon list
* Removed a vulgar comment
Disable deathscreen canvas when invisible
Disable crafting canvas when invisible
fixed molotov 'placement'
Disable inventory canvas when invisible
Disable main menu canvas when not visible
Add editor tool to list all active canvas and number of children
Gamemodes can customize sleeping bag reset range (needs balance pass)
Fixed unintended rail intersection overlaps that could lead to triple intersections
Unloading takes longer
Loot wagons hold more loot (ores)
Cast navigation transition positions to navmesh where appropriate.
Handle teleport and nav from base/construction to navmesh.
Wipe BPs on force wipe (normal map wipe)
Fixed TrainTrackSpline SetAll not copying the hierarchy value
Turned vertex compression back on
Turned vertex compression off
Fixed the crash on train track collation when a three-way track split was generated. Still need to get it handling track selection correctly.
merge from Trainyard_update
fixed modders water_trigger
FIxed build/client/server errors
Better selection of meshes to bake when a renderer has a mesh in each state (ie. permanently visible)
Cull some debris in gas station
Add a root HLOD to gas station and large oil for testing
Disable flare renderers if their intensity is at 0
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Added an option to automatically assign a root HLOD to S2P, good for smaller monuments that can easily bake down into a single mesh (supermarket, gas station, warehouse, etc)
S2P now updates and bakes all child HLODs when building prefabs (for when we want to break a monument into multiple HLODs)
Added some small puffs of dust to the unloading tower pipes while unloading is happening, different for ore vs. fuel. Hopefully helps to show players where their stuff is heading.
Hide seed in F1 `Info` menu
further fixes to locomotive
Dont report the seed to steam
Let the client know rust+ is off by setting app.serverid
Fixed tea vitals not sized correctly