141,501 Commits over 4,505 Days - 1.31cph!
Initial general attempt at grenade client prediction. Works for drops as well as throws
Works for both grenade weapons and thrown weapons
Merge from render_pipeline_testing
Clamping spolight cookie UVs
merge from maintainables_fixes
S2P gas station, to apply prefab fixes
Megre from attackheli_armour_damge
Merge from modular_car_handling_improvements
Merge from render_pipeline_testing
Fixed an issue that was causing spotlights to project backwards
Maintainables fixes
- potential fix for water pipes spawning at strange angles
- fix gas station loot spawners not returning after server restart
Bugfix: dynamically load sprites in store's item overlay
- converted some ugly safety code to new IsValid extension
Tests: navigated and clicked through all the shop UI - stuff was there
Ensure the occlusion culling convar gets disabled when RRP is active rather than just trying to disable it on the backend
Bugfix: make shop tiles clickable
- reassigned bundles to resources as some were stale and wrong
- ripped out Update Dyn Ref action, as the data source is now not saved
- also replaced manual FileSystem calls with Load method to keep it clean
- improved dynamic resource logging to know which resource failed to load
Tests: was able to navigate through all menus of shop. gotta fix missing icons in places
Prevented occlusion culling running while RRP is enabled at the moment, as it was causing visibility issues
More work on large boiler room (large randomised room). Reduced LOD distances on some very tiny debris meshes.
Fixed burnout smoke playing when it shouldnt
Improve reliability of Voice Chat HUD
* Adds util.IsPlayerSpeaking (internal really)
* PlayerStartVoice & PlayerEndVoice now get called consistently even if the player entity does not exist. They also both get consistent PlayerIndex argument, which is now used in base gamemode to index voice panels
Try to solve potential backwards compat issues w/ voice panel changes
Do not play suit animation on spawn
* This is apparently a thing where multiplayer gamerules force equip the suit on spawn, but with animation enabled
Fix navmesh not being present in some rooms behind doors even if scientists can open them (potentially missile sillo and ghostship), the room navmesh a disconnected island because the door was baked into the navmesh, blocking the doorwash, and we prune disconnected navmesh regions
MIDI Plugin now warms up in the thread pool on game startup, fixing 10+ second freeze in-game when first deploying/mounting an instrument
Adjusted armour fall off
- 80% Left
- 70% Right
- 60% Front
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Updated Nailgun Remake FBX to fixed overlapped UV's
Update: Mark all static asset props as NonSerialized
This breaks asset dependency link, can test if everything correctly hooked up
Tests: navigated shop ui - most tiles are there but some not clickable. dlc pages open but missing icons in detail view
Skull Wall Torch - missing texture
Added Nailgun Remake Viewmodel and Worldmodel FBX
Skull Wall Torch - final textures, icon, material tweaks, prefab adjustments, gibs
Added Nailgun Remake Textures
Setup Nailgun Remake Materials and Folders
Fluidic items work in a hybrid way for now
merge animation subsystem/held entity sprint modifier nre fixes.
merge from Monument_Blocker_Balance
Fix scientist2 corpse not being on the ragdoll layer and thus blocking movement and projectiles
Small oil rig blocker
Minor adjusted large rig blockers
Minor adjusted launch site blockers
S2P
made windmill_main and lift_shaft_top gibs ReadWrite enabled
merge shield fixes to main
Lower monument blocker HP. 1 C4 or 5 satchels.
Manifest
add a timeline view for the player model animation inspector
Updated 3p flashlight anims, updates to blending on 3p controller
- fixed wood armour gloves viewmodel skinning issue.
Merge from marketplace_power
Converted OilSwitchBroadcast and WaterTreatmentWaterTank
AI select/move commands now work on multiple animals
Added ai.selectinrange convar
Added ai.deselectnpc convar
When ordering multiple NPC's to a location they all receive an offset so they don't all pathfind to the exact same spot
Reduce HQM node spawn by 66%
Reduce HQM collectable spawns by 75%