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Can't push anchored boats...
Boats can now be pushed by players. Initial checks/limitations. More to do later.
Another fix PuzzleReset not calculating if looted
- poll if PuzzleReset is looted instead of caching as loot can spawn after the PuzzleReset checks it's reset causing it to cache the incorrect value
- check if the amount spawned is less than maxPopulation instead of comparing total spawned vs deleted
merge from laserdetector_tests
Added a laser detector test for fast moving vehicles detection
Fix puzzle being considered as looted when unlooted instead of correctly checking if no spawn groups exist
Add ddraw to show if the puzzle has been looted or not when `drawpuzzleresets` is enabled
Reset steering when no players are aboard, to stop abandoned boats spinning.
Remove the ability to use healing "food" items (medkit, healing teas) when prevented from wielding items in a mountable.
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Add ConVar `pauseunlootedpuzzles` to toggle "pause puzzle timer until looted" functionality (default true)
Pause launch site puzzle until crates are looted
S2P
Pause military tunnels puzzle reset until crates are looted
S2P
Fix a bunch of things having their own respawn timers instead of using the military tunnels puzzle (even before I deleted the 2nd puzzle reset in military tunnels)
- fix bottom lab scientists respawning every 15m instead of with the puzzle (aka stop them spawning on top of players)
- fix door barricade above not respawning with the puzzle
- fix diesel respawning separately from the puzzle
S2P
Rust Birthday Balloons - Added prefabs for all variations, fixed orientation, updated model lods and gibs, added wind shader support, ran manifest, etc
Fix "Process" option for PuzzleReset not setting spawn delay of assigned groups to infinite (so they don't spawn on their own + with puzzle)
Added v4 player anims to base player animator
- default sitting on chair
- jumping
- freefall skydiving
- chute open parachuting anims
set skydiving anims to loop
Fix a bunch of the NMS SpawnGroups not being assigned in the PuzzleReset
- they were at the same position so should be picked up but better to be safe
- gave each one a numbered name so can confirm fixed
- S2P (even though not needed)
Pause NMS puzzle reset timer until crates are looted
S2P
Allow SpawnGroups to override their reset behavior
- crates above NMS won't start the reset timer
- scientists inside NMS could start the reset timer
Add support for puzzle resets to only start counting their timer down once they are looted
- easier to check loot than wait for the keycard to specifically be swiped
- enabled per puzzle reset
- will ignore NPCs being killed outside the monument
- very similar to how junkpiles work: start reset timer once the crates have been looted
Laser detector can now detect Vehicle_Large layer (tugboats)
Fixed laser detector not resetting its triggered flag when powered off while triggered (was harmless)
More laser detector tests
Cleanup
merge from main -> boxes_dlc
merge from helicopter_flare_balance_pass -> main
Buying a mini or scrappie from vendor automatically grants some flares
initial setting up of viewmodel paintballgun prefabs/anims
Tweak cannon ball velocity/gravity.
Reset pitch and prevent aiming while reloading cannons,
re-introduce third person reload animations for cannons,
fix cannon animator never resetting reload progress when cancelling a reload.
Roadsign Glove LODs - Male/Female
Rust Birthday Balloons - Added all balloon variations, with gibs and lods, models, textures and setup materials, created the first balloon prefab and ran manifest
Throw and fail the test if SpawnEntity failed
Adjusted Viewmodel Sway Test values to 20 on 28 items that didn't have it set to 20
merge from sorted_protobuf_gen
Fix military tunnel scene not being playable in editor
Fix puzzle reset not covering a small part of the underground area
S2P
Merge: from spectate_dontfloodsnapshots
- reduce potential delay when starting to spectate a far-away player
Tests: flew around 2k procgen map, got to the other side of it then spectated player on the opposite end.
merge from military_tunnels -> puzzle_reset_changes
sort ProtoMessage Messages for codegen consistency
Connect all IO to single puzzle reset generator since we already got rid of the other puzzle reset
S2P
Added laser detector tests
Update: spectator's snapshot queue is cleared when switching between far-away targets
This should speed up switching around on a server. Doesn't help if the network write queue is backed up
Tests: on a 2k procgen map and fast noclip, flew around the island to load up the snapshot queue, then spectated on a player that's on the other side of the island. Observed player moving.