97,286 Commits over 3,653 Days - 1.11cph!
Change method names so harmony mods stop disabling the feature serverside
Add `ping_estimation` convar to manually toggle ping estimation (default enabled)
Disable ping logging inside editor, switch to a convar `ping_estimate_logging`
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Fix storage adapters blocking looting of boxes when looking directly at the adapters
- add support for GameTrace to ignore the type of an entity
- will still GameTrace the storage adapter if you are holding a WireTool/PipeTool
https://files.facepunch.com/jakerich/acrocQIGlVgn6mTE/01R7sjXhY7xH2U9S.png
Change the actual code that uses `isHoldingShift`
Pass `isHoldingShift` to Construction.Placement
Fix disabling external wall snapping (by holding shift) not working outside of the editor
Fixed wire loading issue: We now save the initial positions and rotations of IO connections to make sure entities parented to moving objects spawn their lines at the right place
(e.g. you load a DoorController on an opened door, lines need to be spawned at the position where the component was initially wired)
This also allows door controller to be wired when doors are opened
Fix sleeping bag not keeping last valid position for 0.25m when placing onto building blocks (still be strict when placing onto vehicles / parented entities)
Fixed a few IO line parenting loading issues + refacto and naming
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Merge from main/Workshop Normal Map Fix
Further changes to 'WhatUsesThis'
Updates to WorkshopItemEditor, removed debug code
player update. setting up 3p m39 rifle anim set
removed old mesh setup from v_sks.viewmodel prefab
viewmodel updates
- material fix on prefab
- added bullet mesh, textures & mat, added as child of mag
- attachment tweaks
Undoing unwanted changes to materials
Player update. 3p semi auto rifle anim set exported/setup
Update wire parented positions only when the parent entity is busy (door opening/closing)
merge from ScaleBySpeed_server_optimisation
merge from fix_horse_bullet_penetration
merge from fix_steam_nickname_slow_refresh
merge from viewmodelrenderers
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Updated changes to normal map fix
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Auto pair when deployed, if you have code lock access
New version of normal map fix
merge from tutorial_menu_improvements
merge from fix_demo_disk_quota
merge from industrial_conveyor_quickmove
merge from dismount_netting_fix
Added a new QuickMove path for Industrial conveyors, bypasses having to create a SplitItem (and the associated GC)
Should also reduce general item churn issues as the most common conveyor scenario (moving some items from one stack to another) will no longer involve making a new item
Should be no gameplay difference
Added a metal detector mission objective
Added hinges to the van doors
Both flamethrowers with viewmodelrenderers and effect parents setup
Match import fbx offsets exactly
First pass on dedicated vm animator handling script for sks
Uses new IViewmodelComponent interface, will probably come in handy in the future
Marked ScaleBySpeed as IClientComponent, fixes it running pointlessly on the server as it's only used for visual effects (0.15ms a frame in recent profiler snapshot!)
Cleaned up RealmedRemove components on SImpleShark and boogieboard.deployed, all other instances of ScaleBySpeed were correctly being removed on the server
Marked TriggerPlayerTimer as IServerComponent, it's only used on the boogie board server side
Properly aligned sharp coastal cliffs
Medium cliff variant test
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Merge from mission_improvements_may_24
Fixed escape key not working anywhere