136,333 Commits over 4,293 Days - 1.32cph!
updated cabbage patch dance clip length (had been exported as 1 frame)
Deep sea signal computer LODs and col
Remove more unused HUD elements from builds
HUDShouldDraw gets called for cl_showfps panel (when active)
Remove more unused GameUI stuff
Fixed crashes with certain material proxies when used on static props
More minor cleanups
sv_showimpacts draws server hitboxes in blue color
Init QAngle to 0,0,0 on creation
Fixed player hitboxes in vehicles at odd angles
Fixed some player animation/hitbox desync
* Vehicle animation poseparameters were not set serverside
* Player "grab ear" animation was not playing serverside
Restore sv_showhitboxes (cheat protected)
Pull Request: Added color support for Arctic player model
Fix MountedWeapon rotation sounds starting again and being stuck on after dismounting while aiming. Tick() was sometimes running with _seat.AnyMounted() still returning true after ClientOnPlayerDismounted() so we're additionally checking _localMountedPlayer before starting sounds now
Deepsea signal computer mesh and prefab edits
merge cannon window clipping fix
Fix ballista mounting checks failing in reasonable/well grounded spots.
Fix cannons ignoring windows when checking line of sight.
Update: ServerProfiler.Core - more method annotation exclusions
- release bins built from c969bbab
Mostly focused on reducing the overhead of Scientists2's FSM evaluation and getting rid of injected Burst codegen gunk
Tests: craggy in C+S editor, entered deep sea, went to ghostship to wake up scientists, took a snapshot
merge from main/naval_update
Fix regression that caused scientists to not be able to throw grenades through some bottlenecks to setup a group push
Bugfix: handle similar-to-inf budget timespans
Tests: spawned on Craggy - no exceptions
Merge from scientist_agitation_fix
- improve perf/gameplay by fixing a scenario where nearby scientists would never stay in cover and be hyperactive
- improve perf by making scientists on other floors just lay in ambush, instead of constantly trying to peek above/below their floor
- fix regression that caused scientists to not group up to push when throwing grenades, landing a shot, or not seeing the player for a while
- fix some scientists still trying to push or throw grenades on a location even after their allies confirmed visually that the player is not there anymore
- fix a pool leak
Also prevent double push when throwing grenades
- Reduce random chance to push after peeking
- Prevent double push after landing a shot on the player
Fix bug in push assist logic which caused recursion, causing everyone to push instead of just a group
ghostship crate spawn increase
audio changes on the 50cal turret and tweak on ptboat engine
- Fix npc not grouping to push (bug introduced with voicelines removal)
- Fix leak
- Have npc always try to not push alone
Buildfix: remove non-existent call
Tests: none, trivial change
Merge from naval_missions
- Mission to kill the deep sea patrol boat scientists now also counts PT boat scientists
- Add an option for kills must be in a certain biome to kill objectives
- Disabled positions are exlusive flag from last tutorial mission, was causing it to fail to find a valid position
- Enable "drops loot" on deep sea mission treasure chest so that it actually drops its loot
exported edited 3p north and west jog anims
Initial blockout of rentable shop kiosk, variant F (still very WIP)
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Clean: remove extra level of indentation
Tests: compiles
merge from artist_pack_dlc
removed stupid native -> managed -> native process that was happening, shore distance and vectors calculated as native and remain native
merge small cannon fixes to main
Fix ballista null error spam.
Fix cannon left ground check being assigned incorrectly in the prefab.
Fix cannon ground checks being affected by ground.
Update: InvokeProfiler now pushes executed_time and invokes_executed
Tests: compiles
added normalized heightmap vis to baked ShoreVectorData
halved min/max of topology query radius range, now [8,16] mapped from heightmap range of [4,0]
- significant reduction in topology query cost, will need to test some procgen maps that water isn't now invisibile in some niche case
further improvements
- reuse positions and heightmap data from previous query in topology query, we were doing both twice
- moved topology radii gen, reading of topology, and processing into water mask into a set of 3 jobs scheduled under one handle and completed
mortar bipod LODs & textures
- Treasure chest spawned in deep sea as part of mission no longer destroys loot as it now no longer has troll loot
- Update mission provider dialogue so it makes better sense now that you pick up something decent
- Make the treasure chest it's own prefab rather than a variant
playerboat_wheel_mount_optimization -> main
Enable mount parenting on boat building steeringwheel
Fix scientists not communicating with each other that target is lost, and some still rushing or grenading very stale location
fix easel not deployable on rocks, breaking on boats