125,503 Commits over 4,171 Days - 1.25cph!
Re-enable tooltip text for single vendor names
Replaced old cranes in harbor_2
Replaced old portacabin meshes in both harbors
Added doors to all portacabins in harbor_2
Fixed missing ladder trigger in harbor_2
Moved one of the light switches to the rooftop in harbor_1
Updated stationary scientist AI design.
Switch scientists to stationary AI design instead of immediately killing them if the Bradley gets destroyed.
Fix nexus map not appearing until you close and reopen it
player update. p17, glock and m92 pistols entities and override controllers updated to use new pistol anim set
Change the zone details on nexus map to use flex layout
Use a separate prefab for the zone labels on the details panel vs. the map markers
Merge from main -> 2022_3_20f1
Added support for LOD cross fade
Added a stationary AI design and fille.
Updated Bradley scientist prefabs to reference it as an additional design.
Fixed a bunch of naming inconsistencies across IO entity handles (e.g 'Power' instead of 'Power In')
screen placement position move
Fix right clicking attachments going onto held gun instead of into open backpack
Hovering over a vending machine now shows the names of the machines (as it used to)
Vendor UI now closes automatically when map is closed.
Harbor_1 / moved broken loot spawnpoints to the new island
Scene2prefab
disabled snow effects on train tracks as it doesn't play well with biome tint and procedural railroad connections
Hide Poncho models/ materials/ prefabs
Reposed Burlap Gloves to match updated player rig
Fixed door controller swapped input positions: passthrough back on top and power in on the bottom
Added snow setup to roads prefabs
assigned minigunammobelt material to the ammobelt on minigun viewmodel prefab
Added snow material setup to compatible structures prefabs
Moved some mesh decals from Structures to Mesh Decals
Added snow material setup to static vehicles
- Fixed bunny hat view
- Fixed egg suit view
- Fixed forceCamUpPivot option not functioning
Motorbike now balanced for lean, unlike Modern Warfare 2
Improved how we determine the best snap position to fix a bunch of clunky placement issues
Bike mid-air throttle/brake based rotation control
Don't stabilise pitch as much
Change a bunch of stuff to use phrase instances instead of string tokens (including the planner)
Mark the methods/fields for using string tokens as obsolete
Fix clicking on popup closing it
Add nexus map to the connect screen, make it look nicer when loading in
https://files.facepunch.com/Rohan/2024/March/21_20-18-DeficientThrasher.mp4
Fixed easter egg hunt missing phrases
Multiple harbor_1 bugfixes
Added more zipline points to make it easier to access the cargoship from the rooftop
Slightly expanded dock grounds to make it easier to access side doors from the island
Scene2prefab
Increase default value of budget_panel_height to 800
Fixed PhysicsObject:GetFrictionSnapshot only returning 1 entry
Update trace commands mask, to hit more entities
Autorefresh: just watch everything in the gamemodes/ folder
Certain gamemodes (NutScript) have scripts outside of the main gamemode/ folder and the entities/ folder.
Fixed issue preventing harbor 2 from being considered as a docking point
Fixed "cc_lang: invalid language" with empty cc_lang
Bumped MAX_MAP_OVERLAYS to 8k from 1k
Increased MAX_MAP_TEXINFO & MAX_MAP_TEXDATA
MAX_MAP_TEXDATA 2048 -> 8192
MAX_MAP_TEXINFO
12288 ->16384
Fixed "Tried to Read into NULL memory!" when mounting L4D2
Actually just don't bother trying to read 0 bytes from a file
Fixed a crash with NWVars
"Remember my choice for this server" is actually remembered for NO
For the session only
Error checking in spawnicon context menu
When spawnicons are removed while the player has the context menu open
Undone some recent changes to queued loader
Will probably have to completely stop relying on this system.
Do not use dynamic model indices for clientside only entities
This system invokes the queued loader which is broken on x86-64 and tries to async load already loaded models on main, so screw it.
This commit fixes needing to precache models serverside for physics.
Bump .exe version
Modified shader to be more explicit about render paths
Fixed "cc_lang: invalid language" with empty cc_lang
Bumped MAX_MAP_OVERLAYS to 8k from 1k
Increased MAX_MAP_TEXINFO & MAX_MAP_TEXDATA
MAX_MAP_TEXDATA 2048 -> 8192
MAX_MAP_TEXINFO
12288 ->16384
Fixed "Tried to Read into NULL memory!" when mounting L4D2
Actually just don't bother trying to read 0 bytes from a file
Fixed a crash with NWVars
"Remember my choice for this server" is actually remembered for NO
For the session only
Error checking in spawnicon context menu
When spawnicons are removed while the player has the context menu open
Undone some recent changes to queued loader
Will probably have to completely stop relying on this system.
Do not use dynamic model indices for clientside only entities
This system invokes the queued loader which is broken on x86-64 and tries to async load already loaded models on main, so screw it.
This commit fixes needing to precache models serverside for physics.