253,325 Commits over 3,990 Days - 2.65cph!
Fix advent calendar able to bypass primitive era item restrictions
Remove `npc_junkpile_a_spawn_chance` and `npc_junkpile_g_spawn_chance` convars as no junkpiles in the project actually use the components the convars are referenced in
- replace with the normal convar `npc_junkpilespawn_chance`
- Swapped to using correct order reload anims
- Multiswap arrows improvements
- Temporary swap code
Rebuild options UI after merge
base shield gameplay pass
Medieval barricade base gameplay pass - now shared the same stats as barbed barricade.
- Removed rope requirement from barbed barricade
Don't send networked objects twice when the host switches scenes
clean up /asset folder, deleting duplicate icons and radiator prefab
Fix and improve foliage placement compute map sampling/decoding, fix incorrect foliage cells being used, clean up and move shader setup for instancing to includes, fix bounds calculations, add function to get foliage counts per cell, implement instance offsets and density handling to foliage placement.
Fixed a bug with the [Change] attribute not using the correct type in some cases - make sure we always use the type that the property belongs to
Leaderboard backup, run #
16829
Asset backups, collection update
Merge from demo_shot_improvements
Fixed spears not working with shields
Fixed full screen interaction blocker also blocking the main menu
Fixed the record shot name input field resetting on ESC
Restrict double barrel shotgun
Properly disable camera control when a shot finishes recording
Loop button is now always visible and applies to the whole demo timeline, not just shots
survivors can melee
soldier lights
Camera now gets mouse input at the start of the 3 second pre shot countdown, not after
Merge from admin_wanted_toggle
Added a toggle to control whether to show wanted posters in the admin UGC panel
Better generic conversation flow
Can now specify which NPC has a mission from the mission inspector
Generic mission provider can now support multiple missions
Added a new mission type where the player has to go and turn on an object, the object requires a long hold
Cata airtime & impact WIP.
Added an objective Start After Prior Objectives field, bypasses the need to use the old start after completed objectives array
Move the scheduling and tutorial systems into a foldout (rarely used, reduces clutter)
Catapult flame ammo + lighting + sound emitter.
Fixed siege_weapon_ballista_base generating new materials on import
Fixed incorrect back bone offset on knight chest piece
lunar new year branch and very wip item setup
Dedicated server console shows a header with some useful performance stats on it
https://files.facepunch.com/tony/1b1011b1/WindowsTerminal_sjBEArBU4F.png
Has an annoying issue, because we're writing to lines, if a new line gets written it'll duplicate the overlay to out of viewrows
Refactor (inspired by Rust, thank you), Clear status bar before writing log messages, then render the status bar, stops polluting previous logs, and we can render it at the bottom (https://files.facepunch.com/tony/1b1111b1/WindowsTerminal_we0QXNzuT7.png)
We don't really need this
Start the networking thread
Leaderboard backup, run #
16805
Fix SceneRenderingWidget not calling Scene.PreCameraRender when rendering with camera component
Don't draw gizmos for components that have ComponentFlags.Hidden
Clear all processors when deserializing mixer otherwise DSP's will hang around forever and we'll quickly run out of slots
Nuked the legacy source engine RCON code. +rcon.web now just toggles websocket RCON on or off (default on as before).
Remove ToolsWireframe from fur.shader