132,955 Commits over 4,232 Days - 1.31cph!
Relax IsMarkedForDeletion checks for Entity:Get functions
Refactored BoatBuildingStation.GetPlayerCount to HasPlayerInBuildArea and it uses the bbs trigger instead of a vis. We don't care how many players, just if there are any or not.
Fix tropical underwater overlay logic issue
Fix dwelling NRE causing deep sea islands to not spawn fully.
merge from main/naval_update/floating_cities/island_ambience
Null check reloaded sound for cannons
consolidate hull creak local stings to single instance on the casino_base_ambience gameObject
Bump the BoatBuildingStation autoclose check interval up now that most people are gonna be using deploy & edit
Rework how trace whitelist works
* It now better respects the collisiongroup/mask, using it when testing for whitelist, instead of inverting it after the entity failed to pass the whitelist
Added game,GetMapChangeCount
Entity:GetModel force lowercases weapon world models too
* It was already forcing lowercase on all other entities
Set min_use_angle to 0.8 in the FGD
* 0.8 is the old default value, before the feature was added
Fixed prop gibs stopping spawning after the 300th in multiplayer
Apply proposed SV_PackEntity optimization (Community Contribution)
Apply the same fix for func_proprrespawnzone
* Of it not being tracked properly like clientside physics props
PR: Prevent recreating `GhostEntity` every tick with some tools
Remove redundant arguments from calls to Entity:Fire
Pull Request: Fixed wrong motor torque axis
* Fixes the motor torque axis being wrong if the motor was rotated after creation and before first activation.
merge from Techtree_PrimHard_Nava
Remove some redundant checks from CanClearArea.
Misc rate limiting.
Calculate and cache CanClear once a frame for the client when called - reuse it when there are multiple calls a frame (option menu show stuff)
Added ramp up parameter for homing missiles, to control accuracy over lifetime.
reapply changes post merge
Merge: from spectate_3p_fix
- Bugfix for spectating yourself causing a client crash
Tests: tried to spectate via F1 menu - no longer possible
Clean: fix formatting for PlayerInfo
Tests: none, trivial change
Update: Block Spectate button in F1 Server menu when selected player is local player
- updated engineui.serveradmin.playerinfo.prefab to link up the button
Tests: Opened Server tab, selected self in list - button was not interactible
Bugfix: Spectating - prevent server accepting spectating yourself
Tests: Used F1 Server tab to spectate myself - no crash
merge from main/naval_update
Reasign sound class to 50call sound and change pitch on loot storage
merge from main/naval_update
Mat instancing for tropical foliage. (Respecting auto-change)
merge from space_station_weapon_skin
fixed wrong description on LR300 and space station LR300
Texture polish for frameless artist canvas atlas. Icon generation for all canvas sizes. Vert AO polish to some of the canvases.
Island 4 initial spawner setup and deep sea script.
HeadsetCap and NightVisionGoogles repose
Change all GetEntitiesInBuildArea for BoatBuildingBlock to VehiclesLarge layer
GetPlayerBoats() - GetEntitiesInBuildArea only checks VehicleLarge layer instead of all layers
Reassign audio lists and removing a sound from the walkway prefab
Merge from naval_missions
Fixed dock spawner on 2.
Added spawns to 3.
Merge: from spectate_3p_fix
- Bugfix: fixes 3rd person spectate camera not following spectated player
Tests: spectated target in 3rd person while original body was in a box - camera orbitted target as expected
Tropical1 terrain colliders are now on the terrain layer
Objectives that take you into the deep sea are now no longer valid if the deep sea is closed, preventing you from starting these missions until the deep sea opens again.
Deep sea islands objective map marker is now invisible, it wasn't meant to be pointing you to a specific island anyway.
Bugfix: Spectating - when in 3rd person mode, run overshoot checks relative to target entity, rather than current
Used to work previously because current entity was part of parent - but since recent changes that's not the case
Tests: 2p session on craggy - put spectator into the white box the started spectating. when switching to 3rd person, camera no longer stuck in box and is orbiting around target player