194,760 Commits over 4,079 Days - 1.99cph!
Fixed several isseus preventing the seed flood fill working in dedicated client mode
Disable the use of OpenWebOverlay for the item skins as this doesn't seem to be working with the new Steam Overlay interface
Show all the other purchasable things that aren't standard skins with the blue-tinted title as well, on the repair bench panel
Fixed helicopter handbrake preventing rigidbody sleep. Improved helicopter sleep overall.
If an item's Amount is > a protentional new container's max stack side, return false from CanSwap. Fixes drag-swapping an engine part from a modular car engine onto a stack of a different tier of engine parts losing all but one of the stack.
Added a new input to SAM site to toggle the defender mode
Removed unnecessary meta files
Fixed Bradley "pitch black" mesh not being convex, causing Unity to complain
Remove Bradley tank tread FX script on the server side
Update Bradley TreadEffects to work with the new left side/right side FX setup. Previously required one effect per wheel (12 total)
Tread debug.
Tracer_reddish consistency with cannon tone.
Fixed CanStack method checking the parent container's max stackable, even though it's looking to be stacked onto a new item which may be in a different container. Now checking only its own info.stackable value.
Fixed issue where muzzle flashes would collapse in on themselves from one angle only.
Main cannon impact improvements.
Added an editor context scene for UI prefabs editing
Renamed "Suicide" to "Respawn" in the main menu
Adjusted the confirmation popup
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Fix incendiary ammo not requiring BP for mixing table
Fix odd item amounts splitting properly
Fix splitter not resetting when dragging items onto your selected item stack
Fix item split slider resetting every time you split an item
- still resets to half if you split off half or more of a stack
https://files.facepunch.com/jakerich/aDIXKDjIfFRGE61D/FlMW109GZ8dB41WI.mp4
Attempt #2 taking into consideration all deployables use the same planner entity
- fixes stuck placing building block when trying to place mixing table
Added a tip explaining how to adjust wire slack
merge from main -> fix_planner_reset_construction
Make PhysObj:GetFrictionSnapshot start at index 1 again
Tesla coils and igniters now automatically heal themselves when under building privilege
Approximately 8 HP after each decay tick (10 minutes), if not damaged recently
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Lets try exposing sound duration stuff to linux srcds
vendor turret prefab - model, lods, materials and basic prefab setup
Finish making strokes not overlap with themself, which was making it difficult to use low opacity values
This makes it behave more like a real painting app where you can't paint over somewhere that you already painted in the same stroke
https://files.facepunch.com/Rohan/2024/May/29_11-16-AdvancedNorthernfurseal.mp4
Fix NRE when loading into server
Fix NRE when switching servers
- caused by not removing from static List when monument is destroyed
Fixed Entity:FollowBone not working with boneID 0.
Fixed SoundDuration returning wrong values for MP3 files
It was a sneaky bug in the MP3 parser
It's still an approximation, but it is very close now. (+/- 0.1s)
Also make it skip ID3v2 data
Fixed .wav SoundDuration being off by number of channels on srcds
Let's try not disabling SV_GetSoundDuration on srcds
Adjusted FX behave better to occasional rapid movement and sudden directional changes.
Performance: Made Bradley mid-air cannon tracers not have super expensive shadow casters, and adjusted light to compensate.
merge from allow_barricades_monuments -> aux2
Apply same treatment to stone, concrete & sandbag barricades (can't place on monument concrete, can place on the terrain)
Added a method to get the current restraining item.
Interaction checks now check for surrendering or specific restraint item settings.
Suicide can now be blocked by restraint items. (blocked for handcuffs)
Wooden barricade only buildable on the terrain parts of a monument, block it on all the concrete parts of a monument
https://files.facepunch.com/jakerich/fyl41vRDD6IA5gyt/BM9AhaPzcWubIRbQ.mp4
merge from SAMVehicleSleep
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radtown sign metal smooth texture
merge from main -> qol_building_blocked_visual
Set item locked status correctly.
VM now unlocks correctly visually after minigame.
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Being pushed or taking damage cancels unlock minigame