115,064 Commits over 3,959 Days - 1.21cph!
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merge from 360_stairwell_fixes_2
Merge from voiceprops/dlc
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Merge from voiceprops/dlc
Added a voice props volume slider (affects boom boxes and recorded cassettes)
Ensure BaseEntity exists on BoomBox when changing flags
Larger, milder noise for the radiation effect until we get the proper noise effect in.
Various tweaks to arid & temp biome grading for blue cast mitigation in the shade.
Small sky dome tweaks for the above.
Hurt overlay vignette fix
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Possible fix for the hurt overlay being excessively blinding at certain facing and lighting conditions
Remove corridor tubes that don't lead to any rooms
Increased probability of tube pieces to stretch out underwater labs a bit more
Made module volumes thinner
Moonpool shared prefab - contains water surface, volume and effects
Moonpool specific water carving volume mesh 'volume_1200x1500_moonpool'
Removed previous volume test mesh
merge from /player eyes gesture fix
Disable rotation on sound light since it has no valid placement and confusing
Reduced boombox condition loss
Added detailed volume triggers to all underwater lab segments (initial version for testing purposes, some tube_50 volume triggers are still missing)
Water carving now uses the exact shape of the player capsule collider everywhere rather than approximating some things with the axis-aligned (!) bounding box
Disabled autocrouch when swimming / admin flying since it would glitch out the capsule collider when swimming underneath something with a water carving volume
Environment volumes now allow using a custom collider (like a mesh collider) for their trigger (any custom collider on the game object will be used, if there is none the default box collider will be added)
Underwater lab monument prefabs are no longer using Scene2Prefab
modules meshes updated to latest
fixed hatch tube cap collider
ladder volumes throughout
Added link-stairwell-bottom-e and link-stairwell-bottom-f to cover two edge cases where none of the current circular stairwell pieces would fit
Underwater labs convex mesh volumes - all the combinations should be possible from this set of volumes
backup build scenes
underwater labs hatch material setup
Merge from voiceprops/dlc
Added client convar LaserBeam.PrintQueue to print the state of every laser (queue state, length, time since last update)
Player null check in RecorderTool
Added LaserBeam.debugcollisions to print out if the lasers are hitting something
Moved the laser origin point slightly further out from the laser light collision box
Get the discofloor looking good with the updated audio input
Put GetFakeInput back, we actually do use it!
Select the best audio sample size to roughly cover the last frame (within reasonable limits)
Since we only care about the overall volume, use GetOutputData instead of GetSpectrumData. No more need for an FFT.
Removed unnecessary brackets
Now getting an RMS value from each call to GetSpectrumData by taking the square root of the squares of each value, although no one is completely sure what exactly GetSpectrumData returns for each frequency band.
Removed GetFakeInput since it was unused.
Fixed crazy massive bug with the wire tool texture
Slightly safer on/off check on LaserLight
List disco floor large tiles variant as a unique item in vending machines
Do an commit with no real changes to laserlight.deployed, in case the build server needs a reminder to update it
Basic neutral post profile for use in underground areas with the new stack