139,174 Commits over 4,474 Days - 1.30cph!
Merge from gas_station_maintainables
Merge from rustnav_draw_fix
Fix missing tile ids and dynamic navmesh support
Fixed fuel pump amounts - they were being clamped and calculated incorrectly
Each pump now gets around 1000 crude each time the fuel switch is enabled, takes 10 minutes
Fixed liquid containers continuing to drain into a connected container if they are disconnected by clearing the input by right clicking on the source container
Merge from terrain_renderer
merge from fix_second_hotbar -> main
Remove warning spam from hole renderer
New water catcher test to detect the issue where a water catcher (or any liquid container possibly) would still pump water into a connected barrel if the connections was terminated from the output port of the catcher
Test fails for now
Fix not being able to drag icons into the bottom row of the main inventory (second hotbar) due to the main inventory being rendered on top of the hotbar
Fixed crude pumps not producing and storing oil locally if connected to a tanker with water
Tripled crude oil production rate at dome
Each pump should produce around 1600 crude over the whole 10 minutes
Powerline IO access points are no longer root entities, cannot be combined with other forms of power supply
Fix swaphotbar only working if ran from a bind, switch it to only running if the second hotbar is enabled / rendered
Fix keybinds showing under the second hotbar
merge from fix_highwall_decay_delay -> main
Fix high walls having a 5hr delay decay: should start decaying right away now that it uses upkeep
Fixed lighting over time logic.
Merge from PlayerMaintainedMonuments/powergrid
Allow IO entities to set custom min/max slack levels when creating connections with that entity
Setup minimum wire slack level for connecting to powerline poles
Burst compile these jobs in builds, shouldn't have issues with it anymore
Mirror icon16/eh.png to match the actual flag
Update TTT: Updated Russian localization
Added some more flag icons
* IC, JE, GG
Fixed some potential crash issues
Unblock 2 mat_filter* convars from Lua
* Since they don't actually get saved apparently
Fixed most gamemode hooks from C++ still trying to read returned bool
* Basically a whole bunch of Lua hooks called from C++ were still trying to read the return value of the hook as a bool and then never use it for anything. Now we simply do not try to read the boolean that we will never use. Affects over 100 unique gamemode hooks.
Remove mat_norendering from engine.dll as well
MORE ConVar changes
* Unblock viewmodel_fov - not saved in GMod
* Block cl_savescreenshotstosteam
* Remove voice_debugfeedback - unused
Change missed Gravity Gun hooks to also not get return value
Manhack tweaks
* Make Hacked Manhacks not hit other Hacked Manhacks, and DO hit regular Manhacks
* Make regular Manhacks who HATE each other be able to hit each other
Hopefully fixed LuaEmitter woes
MORE ConVar changes
* Unblock viewmodel_fov - not saved in GMod
* Block cl_savescreenshotstosteam
* Remove voice_debugfeedback - unused
Change missed Gravity Gun hooks to also not get return value
Manhack tweaks
* Make Hacked Manhacks not hit other Hacked Manhacks, and DO hit regular Manhacks
* Make regular Manhacks who HATE each other be able to hit each other
Hopefully fixed LuaEmitter woes
merge from water_treatment_plant_maintainables
re-order component placement to fix road terrain creating issues with pipes
stronger terrain adjusting on water pipes
Applied a similar fix as `158818` to cliff_tall_slope_l_[a-b] prefabs to prevent holes in terrain at the corners of the cliff
Tightened up anchors for cliff_hills_large_f
Merge from PlayerMaintainedMonuments/powergrid
Setup powergrid stage indicators on the new fuseboxes at powerplant
Adjusted fusebox positions
S2P powerplant
Modify setup of all cliff_tall_[a-d] prefabs to use 3 separate TerrainHeightSet raise. Keeping the original big one at origin and then adding 2 smaller radius 10 either side to catch edgecases where the cliff spawns at the right angle where you can walk underneath it. Took some time to get this to always look nice with no abrupt hills in terrain
Tighten the detailed colliders, move RC camera slightly forward to try and keep them out of view
Remove ignored colliders because Unity doesn't give us hits in order and increasing maxHits a lot is too expensive for this
Tightened up anchors for cliff_hills_large_a
merge from boat_foundation_clipping_improv
increase hull eject velocity
Hook up particles to stage based inspector references for later.
Realm remove particles server-side
New "Carve Selected" button in the CliffSandbox to modify terrain for a single selected prefab
configured trigger hurt scaling on boat foundations
Merge from PlayerMaintainedMonuments
LOD / distance fixes.
Clamp satellite.descent_seconds to min of 60 seconds as it needs this long for correct transitions
added optional behaviour to TriggerHurtNotChild to scale damage by another multiplier, lerped on a heavily appoximated distance from the edge of the trigger to the center (better on smaller volumes)
Merge from autoturret_compile_fix
Move IRemoteControllable.GetEyesMatrix to server, fixes compile error on AutoTurret implementation
Added a terrain height set raise object to cliff_tall_d (this was the only tall cliff without one, allowing there to be gaps in the terrain when it was placed)
fix water pipes sounds not playing
clamp min damage multiplier on playerboat hurt triggers for better low-speed behaviour