159,280 Commits over 4,566 Days - 1.45cph!
Terrain diffuse base pyramid disable
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Merge from Animal_Jumping
Fixed picking up mushrooms not showing the total owned in the pickup notice
merge from optimize_upkeep_multiplier -> main
Cherrypicked
168066 "Can't use the frankenstein table if building blocked"
Can't use the frankenstein table if building blocked
merge from frankensteintable_priv
Basic setup for viewmodel animations when attaching grenades to surfaces for the grenades which have an attach anim asset
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merge from cliffs_heightcollider_fix
Fixed some traincar variants not playing any SFX when destroyed/gibbed
simplified meshes on a lot of scrap king building components to accomodate revised textures, fixed lod0>lod1 mismatches across a bunch, fixed culling on corners
Strip AI cover and move points from the client, they're only used by the server
Had 13k of them
Fixed cliffs not stripping their Add_To_Height heightmap mesh collider when loading from a cached map
I had ~6500 of these enabled on a proc gen map
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Remove leftover log in RotaryGunCylinderViewmodelComponent
Ballista and static ballista 8 -> 2
Battering ram and catapult seats 8 ->
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Reduced bonuses provided by Advanced, Pure and Creamy/Milky teas. Creamy tea variant is now what Pure used to be, advanced and Pure reduced below that to compensate. Average nerf: Advanced ~11%, Pure / Milky ~18%, Creamy ~20%. Healing, Crafting Quality and Rad Removal teas unchanged.
All arrows 100 -> 25
Paintball projectile 100 -> 5
Speargun spear 100 -> 5
Shotgun slug 100 -> 10
Fix the guide not detecting if the sail would block when lowered but doesn't block when up
- caused the sail to be blocked only when lowered despite the guide making it look ok
Pool review:
Admin cars 2 -> 0
Snowball 100 -> 5
Snowball gun projectile 100 -> 5
Boat building blocks 100 -> 15
Fixed the codelock on frankenstein table appearing underneath the table on the floor
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Update demos to read the new batched packet format
Update SendNetworkPositions() to use the new batched path
- famous last words but batched position updates shouldn't break so we shouldn't need a ConVar to toggle behavior at runtime
merge from deepsea_unloading
Merge from hemp_colour_swap
Add batching for position ticks
- new packet type EntityPositionBatch so old demos keep working
- batches together entity position updates per player per server frame
- flushes batches after ServerMgr * Invokes
- skips sending time field if it's the same as the entity before it
Re-enabled the final stage impostor on hemp plants - thye should now be visible from 250m
Fix mismatch between server's check for sails and client's check
- client uses rays, server used spheres
- the OBB the client used to simulate the new placement wasn't rotated correctly leading to mismatch
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Optimize calculating upkeep on the server
- used to iterating through entire buildings when recalculating upkeep
- now sums the building cost of all the entities and only adds & removes cost as entities are changed
- means upkeep is now only multiplying the cached cost * the upkeep multiplier
Brigthened the room lighting slightly
Fixed deep sea spamming tree spawned RPCs to all players when opening
Try downgrading actions/checkout to v5
* goddamn github man
Fix halloween dungeon having no map, fix missing pieces of the map in the xmas dungeon
Deleted unsuded ghost ship population asset
Cover the case where a modded server spawns deep sea entities outside of the deep sea
Client activates the asset scene without waiting for a loading screen and keeps it for the entire session
fix pooled train audio, disable pooling log for checking active states - I added it for vehicle pooling and forgot to nuke it
Fix dungeon network groups misaligned with the spawned dungeons on some map sizes