139,384 Commits over 4,474 Days - 1.30cph!
Code audio changes for fuse audio state
Add 'demo.forcepowergridstage' convar to force a particular powergrid stage during demo playback
Fix some issues with PowergridToggle component
Merge from PlayerMaintainedMonuments/water_tank_spinner_audio
Finalized WTP conditional lighting & fx.
Fixed water tank sounds playing multiple times
Potted pool balls fall into the basket under the table and can be physically seen
(resues the models used for normal game time)
juggled new tool icons a bit
cleanup, also added a sculpture-up aligned placement for carving/additive modes when duck is held the shapes align with the pedestal
reset siege vehicles, train car, sub
Added new sounds to the fuse boxes :electric_plug:
WTP Conditional lighting WIP.
Reset snowmobile, tugboat, horse, rowboat, bike
Reset modular vehicles too
Powered variant of the generator & related files
Reset state on mountables and base/combat entities
cancel invokes on pool, restore go active states. (could probably subtract this later)
Added boundary validation to Facepunch.Math.Epoch.ToDateTime/FromDateTime
Fixes an issue where setting wipetimer.wipeUnixTimestampOverride to an invalid value, causes all players to get kicked while server is spamming errors
Add initial poolcouts to vehicles
Audio code changes for water tank spinner and added new sounds :ocean:
Merge from satellite_crash
Satellite remains now check the satellite collider for salvage hits.
Hide teh satellite model and collision when fully salvaged, keep the terrain.
Runs on a flag so it remains correct across network vis.
Add Model componet so bone ids get added.
ClipCurve-like tool to drag a line and take a chunk out of the sculpture out with it
Merge from lootpanel_nre_fix
Revert change that stopped loot panels from reverting to the quick craft panel when closing them
Causing a few issues across different loot panels
Added audio support for the water treatment water tank
wooden loot crate 1 lods and gibs
merge from ocean_sim_waterlevel_trace_fix
OceanSimulation traces take proper account of the sea level, was previously assumed 0
pooltable
- expanded long side of the pooltable nobuild bounds to 2m to prevent dismount wall clipping
- updated guide mesh
Merge: from benchmark_fixes
- fixes all-bar-one NREs happening when running `benchmark` command
Tests: ran benchmark in editor
Update: clean up spawned players before unloading BaseRaidBenchmark scene
Helps deal with breadcrumb logs for zombie players in the list, but there's still an NRE from Client.LateUpdate - not confident to much with it just yet.
Tests: ran entire benchmark suite
Ensure ladders do not appear on powerlines which have no IO box due to being in the no building zone of a monument
Rotate the ladder visual so it does not clip with the cable that extends from the IO box
Fixed `projectile_protection 0` skipping checks but also not applying damage. Now skips checks and still applies damage. This only ever affected community servers that wanted to disable antihack
Timing changes on gas pumping fades
Reduce the post-impact trail duration from 45 seconds to 10
clamped rotate option takes the larger rotation axis and clamps to that one, both on duck input
slab tool to cut out a full rectangular slab out of the sculpture