110,897 Commits over 3,897 Days - 1.19cph!
Initial work:
- Shelter now takes 1.5 sewconds to place
- Added logs
- Force workcart to drop storage container loot
Bugfix: Flamethrower sounds leaking or missing, pt1
- Recycle sounds when destroyed or holstered
- Start play pilot sound on deploy (used to only take effect after firing)
- Cleaned up a bunch of comments and whitespaces
There's one more bug to do with holding the fire button while quick switching away and back to flamethrower, that's next.
Tests: in editor fired and quick-switched away then monitored audio.printsounds
Storage monitor server optimization
Fireball light animation tuning
Merged the 3 industrial lights into a single item. Default is white with red and green as skin variants
Will need to support IOEntity spraycan skinning before merging
Applied Ian's zero rotation script tweak.
- Expanded box on workcart to 18 slots
- Moved forward and up slightly to try and fix weird interaction issues
- Changed lot drop location to on top in order to try and stop dropped loot clipping
added mini crossbow viewmodel camera script and its updated rig and idle pose.
merge from hackweek_fishingvillageradio
merge from cold_breath_convar
mini crossbow textures
resized too
Bugfix: fixing misplaced call in CompoundBow
Tests: none, trivial change
Bugfix: avoid leaking compound bow sound loop
- Also added sound recycle on destroy
It was just one instance that would be cleaned up on switch-back to bow per player.
Tests: in editor pulled the bow till max, quick-switched away, checked via audio.printsounds that it was gone
free-floating islands are deleted when carving through the ice, can still have separate disconnected pillars as long as they are connected to the base in some way
merge from surgeon_scrubs_wb_craft_fix
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Update: recycle sounds when destroying a BaseLiquidVessel
Tests: none, trivial change
Update: recycle sounds when PhoneController is destroyed
Tests: none, trivial change
Update: recycle sound when MobileInventoryEntity is disabled
Tests: none, trivial change
merge /cpu_batching_instanced → /aux
Un-check Read/Write on all meshes
Update: recycle sounds when RadiationOverlay is disabled
Tests: none, trivial change
Added "Unmark Readable" Tool to remove Read/Write from meshes
Fixed instancing to work with non-read-write meshes
Update: recycle sounds on SoundFollowCollider disable
Tests: none, trivial change
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Updating all other fireballs progress.
Update: CoalingTower stops it's effects on client side
Shouldn't have any effect now since we don't despawn them, but will avoid pooling issues in the future if we suddenly start
Tests: none, trivial change
fixed drawbridge material ids
icon
pickup
repair
manifest
deploy setup
desc changes
Merged siege weapons into jungle for material and texture reuse
Added generic client-side hostile warning setup including TriggerHostileWarningZone, IHostileWarningEntity.
Setup for auto turrets, show hostile warning marker if in range of a peacekeeper turret, set trigger range based on sight range of turret.
WIP.
Moved metal beam textures and materials to generic. Resuming work on jungle walkway kit.
merge ice_sculptures->Aux2
merge from fridge_container
fridge inventory slots 30 -> 48
change filestorage convar to actually have the default behaviour again (uses a null string check instead of trying to use the server identity before its been set)
- renamed to filefolderoverride
merge from homing_missile_loot
Added homing rockets to high end orinance and rocket ammo collection - APC, Attack helicopter
First pass at ice sculpture shader with basic/cheap edge detection