126,617 Commits over 4,109 Days - 1.28cph!
Tidy up, improved editing
Store wipeid in json instead
Merge from sav_extra_json
Remove wipeid as an optional parameter
Add json string to .sav to store optional parameters
Merge from main -> gameplay_metrics
room_k LODs/COL/prefab
Scene2prefab
Fixed TCs showing "Open" as default option when in building priv but not authorized
Prevent opening turret inventory until authed on turret
Improved hashing + seed calculation to avoid placement collisions
move BaseRidableAnimal stand collision check to a virtual function, override it for RidableHorse and check the relevant mount positions
Check and dismount any riders that are too heavy, not just the driver
dismount any riders if saddle is removed
Clear Flag_HasRider when mounted player count is 0, not when any player dismounts.
Added third mount point, use correct ones depending on saddle type.
Support for all LODs, trimming LOD buffer sizes to save memory.
merge from AOTransparencyFix
merge from sam_site_anchoring
never show occupied menu.
update mount flags and max capacity after item change.
client-side friendly version of HasSeatAvailable
Fix attempt for blurry screenshots when taking a screenshot from the console view. End the blur on the next frame instead of lerping it.
Merge AOTransparencyFix -> ScreenshotConsoleBlur
Fix normal screenshots coming out with transparency!
Can now remove pings (single tap of ping button)
Disable ambient occlusion when taking transparent screenshots, as Unity renders the AO as transparency
Shrink pings
Don't update marker label every update
Fixes
Minor fix - old method name being used
- New IAmmoContainer interface.
- New ServerReload( IAmmoContainer ammoSource ) method in BaseProjectile allows server-side reloading that uses ammo.
- PlayerInventory and ItemContainer implement IAmmoContainer.
- Attack heli turret now uses ammo when reloading.
- Attack heli turret entity ID now syncs to client.
- Renamed FindItemsByItemName to FindItemByItemName (it only ever finds one item).
Applied IAuthorizeEntity to codelocks & fixed authradius command to work with codelocks
Made the type in two places
Default keybind (mouse3, temp)
Alpha pings down to 0.2 while aiming
Fixed a typo I couldn't find earlier & Vis.Entities has to check BaseEntity.isServer
Refactor after code review
Remove analytics DB, instead use a hash of steamId + serverWipeId to get playerWipeId
Fixed marker input field triggering keybinds
Compile fixes, sync progress
Refactor projectile tracking a bit
Log every projectile invalid
Log projectile updates in BasePlayer.FiredProjectile
Use diamonds for pings, circles for map markers
Merge Main -> Attack Helicopter