134,793 Commits over 4,293 Days - 1.31cph!
ornate frames XL and XXL, tidied up icons, collision, lods, added gibs
Refactored code so its more performative, scales better and doesnt contain unnecessary code duplication.
Also added a Help string too.
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50cal_fullammo_spawn -> main
Ensure 50 cal turrets start with max ammo
rhib_passenger_light_fix -> main
Add a few new inputs to prop_vehicle_jeep (Jalopy version)
* DisableRadarDetectEnemies
* EnableHazardLights
* DisableHazardLights
* NoHazardLights key value
* Added "Has Gun" keyvalue to jeep in Hammer
* Removed non existent "HUD Locator Precache" spawnflag from Jeep in Hammer
Use FGD files
* Fixed prop_vehicle_jeep having static prop key values that are not applicable to it
* Added some descriptions here and there, where there were previously none
* Deduplicated some key value definitions, such as skin and fade distance stuff
Added new spawnflag for func_tracktrain - GoldSrc rotation
Make plastic materials emit some particles on bullet hit
* Affects props like the blue barrel, Lamarr cage, etc.
Ensure only drivers can toggle RHIB lights
WIP Painting Line draw tool
Update: PersistentObjectWorkQueue now gathers a bit more telemetry
- also fixes a potential bug with stale data uploading to our backend (another case in ObjectQueue)
There's a bug with it being desynced with the rest of the data (it's called last, but in reality is current), will fix later
Tests: none, not done yet
Paintable Reactive Target - Updated texture size down from 4K to 2K
merge from main/naval_update
Increase RADAR_CONTACT_TYPE_BITS from 3 to 4 (for sign bit)
Try setting ruin door to world layer to fix navmesh bug
Paintable Reactive Target - Fixed and improved paintability, cleaned up meshes, updated textures and shaders, updated gibs, simple collisions for static parts, rendered icon and ran icon manifest.
merge from deployer_vm_3p_fix
Fix building plan appearing untextured in 3rd person when deploying certain items
generic_deploy now uses the same setup / viewmodel as the regular planner
Reimplement deep water checks in batched buoyancy
boat_planner_new_icons -> main
Add Lewis's new icons for Boat Building Parts:
- Low Wall Barrier
- Low Cannon Wall
- Low Wall
Add "enabled" key to util.GetSunInfo
Try to fix IMaterial:GetShader on Linux SRCDS
* By storing the shader name on the material, instead of relying on the shader system on dedicated server
Fixed boat building planner worldmodel showing regular planner on LOD1 and LOD2
Update: runtime_profiler - track pre_lateupdate times
It's a category with a bunch of unity internal work that can take a non-trivial amount of time. Should make it easier to identify source of degradation.
Tests: dryrun of analytics in editor with runtime_profiling 1
deepsea_disable_drone -> main
Stop players from being able to attempt to buy from vending machines in the Deepsea
This was allowed before - resulting in drones getting stuck at the border
Fix island scientists roaming into the water, make sure to use world space position not navmesh space, fix bug where navmesh space was used to check if a position was inside a world volume
Remove Physics Projectile layer from all parenting triggers on all ghostship variants
Was causing thrown grenades and C4 to freak out
worldmodel, projectile and entity prefab set up
Merge: from useplayertasks_removegroupoccludee_nre
- Bugfix: patch exception from double add of occlusion group member. OcclusionValidateGroups to validate if groups are correct
Tests: various 2p scenarios - being close, far, outside of range, teleports
Update: add OcclusionValidateGroups servervar
- also replaced the conditional log with a logerror, to make sure we spot it
- codegen
Couldn't reproduce the issue locally, so I'm missing something, including whether it was a false-positive or not. This should help check every bad case and confirm whether the issue is legit or not
Tests: used the command in a couple scenarios - players close, players far, players outside of network range, with invis on/off
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Fix scientists sometimes failing to find any good patrol destination and despawning, they will now allow partial paths
merge from SmallRamp_Deploy
boatai_cleartarget_fix -> main
Fix second entry point for a recursive AI state in OnTargetClaimAvailable
Fully rely on PursuePlayer to do a sucessful switch over of target/state logic.
Update: replace throw with a devbuild-conditional error log
This is a cirtical code path, so we can't interrupt it or we'll corrupt global state. Think I see where the problem is coming from, will attempt to fix next
Tests: none, trivial change
Initial viewmodel setup
- viewmodel prefab updated
- anim events added
- ironsights re-positioned
- rig (with hands) re-exported
- anims re-exported at origin
Fix pool leak in TimedExplosive
boatai_clartarget_fix -> main
Only let the claimant boat give up the target.
Behaviour isn't as good but prevents the recursive nature of forwarding claims.
removed unused bakelod material