195,632 Commits over 4,110 Days - 1.98cph!
Don't show available campfire spawn options to a player if they have placed any regular respawn points (bags/beds/etc)
Exposed campfire spawning toggles in game modes and via replicated convar (allow_campfire_spawning), both need to be true for feature to work
Implemented cooldowns like regular bags
Spawning at a campfire now triggers the cooldown at nearby sleeping bags and fires like a regular sleeping bag
Campfire now keeps a list of the last 5 players to spawn at a campfire, if a player is in that list they cannot spawn at the campfire (count is exposed via server.campfire_memory_length)
Fixed an additional rock appearing in the players inventory on the tutorial island if they were using a redirect rock skin (jungle rock)
Fixed NRE when disconnecting from a server while standing on a moving train
SoundManager will no longer attempt to spawn a sound into a scene that isn't loaded
Added a copy+pastable log output to the weapon slot find tool
Switched the targeting attachment to use a new InternalTargeting slot (used to share the Internal slot with the GCO)
All weapons with the Internal slot can now also equip items marked as InternalTargeting
Added InternalTargeting to the AK and LR , allows the targeting attachment to be used on those weapons
Added commands in Tools/Find/Weapons With Slots/ for all slot types that prints out all weapons that can use a given attachment type
Wrote new tooltips for all the gameplay options
Added video tooltip support
Re-implemented settings safe mode button and its confirmation popup
Generic popup dismisser, tweaks
Generic confirmation popup system
Added a confirmation popup to the keybind reset button
Rename delta to be more clear
update iconrender_improvements/wallpaper
Prevent IconScene from being saveable
- can toggle via `Tools/IconRender/Allow Saving Scene`
Show preview of the icon on the right side of the window
- pull texture from Game window with a render texture
- will have inspector to change render icons below
Fixed player metabolism being affected by low server fps. This would cause large times between frames and could affect food loss, bleeding, temperature jumps etc, building up our built in timer past its trigger amount and not properly bringing it back down. Unsure how greatly this affected servers, or the relationship this has between player update jobs and serial. Worth fixing anyway.
Fixed By:
Breaking up accumulated metabolism time into fixed‐size ticks rather than using the full accumulator. Always passing exactly metabolismtick to RunMetabolism and DoMetabolismDamage, and preserving any remainder for the next frame, ensuring metabolism advances in uniform intervals.
Update the DebugLuxel with actual vertex color support
Truncate killfeed names to 512 bytes to prevent overflows
Lets try registering private animation events as client events too
Removing more unused convars
mp_autocrosshair, mp_allowspectators, mp_friendlyfire, mp_fadetoblack
Removing more unused convars
mp_chattime, mp_waitingforplayers_time, mp_waitingforplayers_restart, mp_waitingforplayers_cancel, mp_clan_readyrestart, mp_clan_ready_signal, mp_readyrestart, mp_ready_signal
Remove more unused convars
mp_forcerespawn, mp_fraglimit
Speculative improvements for >2GB file support
Reject empty or near empty .gma files
More improvements to file support for >2GB
Fixed crashes with point_worldtext for good
Do not try to run HTTP requests with invalid URLs
Fix OSX not building
Run PlayerBindPress for unbound keys too
The binding will be an empty string.
This is consistent with the pre-existing behavior of the hook running after running "unbind <key>" even though the key is technically no longer bound.
Update misleading message "Can't save unknown type"
Update "Field %s is using the wrong FIELD_ type" warning
Test for unclosed Lua ISave/IRestore blocks
Add internal note about 64bit engine save warning
Saverestore Lua lib: Close started block on early return
Not sure if this is the correct approach, so also prints an error if it is hit.
Fixed DebugLuxels not accepting vertex color in Hammer
More colors for Lightmap Grid in Hammer
red for under 8, green for above 63
Fix GetAimVector clientside for non local players in vehicles being wrong
Restore functionality of m_filter
Minor cleanups for particles
Minor compile warning fixes
Minor bootil cleanups, remove bootil's HTTP stuff since we dont use it
Minor warning fixes
Remove CTakeDamageInfo.m_iDamageStats (unused)
When dealing physics stress damage on characters, apply inflictor
Will try to set the inflictor/attacker to something more useful than "World".
In case of multiple props, it will be the first one.
Added commented out Entity.GetConstraintParams
it works, but most values are garbage or not that useful, so I am not sure how useful this actually would be.
More compile warning fixes
Minor cleanups
Fixed crashes to do with particle loading
There will be a console warning when an invalid particle is loaded. Invalid particles will be ignored.
Fixed UTF-8 characters in console cmd name appearing as ?
Fixed crashes with point_worldtext
Fixed crashes with PCFs using ELEMENT_INDEX_EXTERNAL
Affected particle systems will not be able to load.
Remove unused convars
joy_yawsensitivity_default
joy_pitchsensitivity_default
option_duck_method_default
sv_stickysprint_default
Added sql.QueryTyped
Update RPG Launcher model
Added a few new sequences to map to view model activities, fixing the muzzle flash when drawing the weapon or when player shoots it
Added Color:Copy method (Community Contribution)
Removing more unused convars
cl_burninggibs, r_propsmaxdist
cl_first_person_uses_world_model - does nothing
mat_max_worldmesh_vertices - no noticeable effect
Removing more unused convars
showparticlecounts, cl_team, cl_class
Remove cl_SetupAllBones
It was functional, but seems to be some sort of leftover hack which is disabled by default anyway
Removed cl_forcepreload
It is gone in newer versions of the engine anyway. It's functionality CAN be replicated via `-preload` launch param for whatever reason.
Added player.GetCountConnecting
Can't open the console while rebinding keys
Skin modal fixes, working add to cart button
Cart price texts
Abyss Containers - Cinematic textures and materials for both containers
syncvar_improvements -> main
Abyss Containers - Adjusted sockets position on the horizontal version
M15 Pistol - Adjusted iron sights, size, and attachment positions
Use deferred reading mode
Brings weaving time down to 2.15~ on average
More creation calculations
Abyss Containers - Tweaked item, prefab, added icon, corpse, gibs and sounds
Fixed feature skin cart button
Flex grid is now a real grid, can support elements with higher Y size
Merged some grids in the limited and general store tab
Limited store can now have a featured item (picked randomly for now)
- Fix scientist being stuck in search state (they were selecting the same search spot over and over again)
- Fix scientist searching silly spots after losing sight of the player instead of in a sensible direction
Improve SyncVar Weaver speed from 2.5~ to 2.2~ seconds
Only include precompiled assembly paths
Don't include the whole managed folder, just take Managed/UnityEngine and Managed/UnityEditor as depdency lists
Update: move some of the validate logic back to DEV_BUILD only
These routines do sanity checks, and for the last couple days of testing they haven't picked up anything.
Tests: on Craggy in editor with UsePlayerUpdateJobs 1
Clean: remove recently-added debugging logic
Tests: none, trivial change
Bugfix: safeguard against NRE induced kicked players in UsePlayerUpdateJobs
- Added a couple warning comments
If kick happens in the middle of player update loop, it would invalidate one of cached indexes and access a null.
Tests: forced a disconnect mid processing, no NRE caught
Prevent slow-motion gibs for large structures destroyed in shallow water
Previously, when a large object was destroyed in shallow water, we treated the entire object as submerged and set the gibs move in slow motion (simulating underwater behaviour).
Now we sample a point higher up on the object to properly detect shallow water and skip underwater effects for gibs in that case.
Fixed wire slack up and down binds in the options menu
Wire slack up and down binds added to keys_default