192,439 Commits over 4,049 Days - 1.98cph!
Add the radio as a stand alone entity/item
Set up sockets on relevant vehicle modules
New ModularCarRadio stub class to reimplement behaviour out of the cockpit class
Expose many more configurable properties
merge fix_map_interface_nre -> main
Fix MapInterface throwing an NRE when a map marker on the server was left with a color of -1
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merge from tincanalarm_recipe/tincanalarm_recipe (?)
Changed tin can alarm recipe: 2 empty tuna cans -> 30 metal fragments
Fix "missing sound common/null.wav" when throwing grenades
Gravity Gun consistency improvements
Fixed mass-adjusted punt forces being applied to Mega Gravity Gun
Fixed Gravity Gun forces being Launch-forces at all times for prop_physics due to a previous fix for `spin_none` physics interaction
Set the particle orientation in Editor on creation
Sets the first control point for the selected particle system preview, so they are oriented correctly from the start. Mimics how the particle previews do it in the particle list.
Fix month checking for loading screen
Remove Ep1, Ep2 and Lost Coast mounting
All of those are now part of the Half-Life 2 mounting option
Rename "Operation was aborted by an application callback" error
Fixed some more crashy issues with particle constraints
Added ability to override precipitation particles
It will not be functional yet due to networking changes being required
merge from main -> biome_visuals_2
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Updated battering ram icon
Catapult deploy guide and construction stages
Deleted now unused meshes
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edited ads postion in mini crossbow viewmodel prefab
Implemented catapult animations
Merge: from main
Tests: Rode the zipline on craggy back and forward, ran around the island and monitored pooling logs
Add small box to the underground workcart
cleanup
- separating MarchingCubes and NativeMeshSimplification into separate namespaces and compartmentalizing them better
removed the prefab just made
updated ians worldmodel prefab with new mesh
renamed VM fbx to be more consistent with prefabs
mini cross bow world model
lods and basic prefab setup w some scripts
waterpump_minimum_depth_change -> main
Reduced required minimum depth on water pump so that its usable in the new rivers
propane_stack_size -> main
Update Propane Tank stack size from 5 -> 20
merge from localcoord-blend-layer
Merge: from profiling_improvements
- Moves core of ServerProfiler to an unmanaged DLL - this deals with various mod issues and massively reduces recording overhead (less than 10% vs previous up to 7x).
- Snapshot marks are prefixed with assembly name
Tests:
- 3 times in a row: Generated snapshot in editor on Craggy
- 5 times in a row: Generated snapshot in Release standalone server with 6k world and 190k entities (with borked and good harmony mods)
- 3 times in a row: Generated snapshot in Debug standalone server with 6k world and 190k entities (with borked and good harmony mods)
- Built Wint64 client (debug and relase); booted up release
Set battering ram gibs mesh to read/write enabled
Updated gibbable component
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Mini crossbow icon render setup and icon
Update: Avoid shipping ServerProfiler to clients
- Done by deleting the dll after it's built
Tests: Build Win64 Client Debug and Release - no more dll
Update Catapult Flammable Ammo Textures and LODS
launcher reload bug fix attempt 1 + dryfire additions/improvements
exported wolf attack ledge animation
drawbridges door prefabs and setup, anim controllers
Save/load permanent RCON IP bans
Merge from main to jungle ruins
Mini crossbow:
- Swapped world model to use the viewmodel for just now
- Added multi swap arrow script to support multiple swap arrows in different slots
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Update: added Assembly name to the snapshot marks
Makes it a bit clearer where calls are coming from at the expense of larger snapshot(compressed: 2mb -> 7mb, json: 50mb->140mb). But, since the profiler is much faster now, the snapshots are smaller on 6k servers.
Tests: exported 2 snapshots from Editor's Craggy, and exported 5 from standalone 6k server