156,491 Commits over 4,536 Days - 1.44cph!
Add more entities to Lua override-able list
* filter_activator_context, game_player_equip, trigger_push, ambient_generic
Fix double notifications when hitting Sandbox vehicle limit
Updated a whole bunch of built-in spawnicons
* About 600 of them
* Touches some PHX props, a few HL2 props, most of the TF2 props in the default spawnlist
Update default spawnlists
* Rearranges some stuff to better group similar items
Update TF2 weapons spawnlist
Slightly adjust L4D1 and Portal spawnlists
Added more allowed entity overrides
* item_battery, item_healthkit, item_suit, item_longjump
* func_pushable, func_healthcharger, func_recharge
* Half-Life: Source ammo entities
* weaponbox, speaker
Added Satchel entities to override whitelist + func_tankmortar
merge from base_occlusion -> main
Fix compile error (even though it's editor only it still can mess up editor if it switches realms)
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Item schema generation collects bundles
merge from base_occlusion -> main
Fix formatting of Visibility.cs
Adjustment so that respawnable fridges can have a new "first" looter when the items are respawned
Merge from livestock_sheep_shearing
- Medical tool setup
- Global mask support
merge from main -> base_occlusion
fixes to ladder hatches , still need to sort armored triangle icon, render scene images
Add mask support for grenades
Various sheep shearing fixes:
- Fleece no longer disappears after a server restart
- Shearing no longer counts as a shot hit or goes through the combat path
- Thrown knives wound instead of shearing
- Four quarters pay exactly the authored wool amount
- Timers that ran out during a save now fire on load, so sheep and cows cannot get stuck
- Wool counts as a harvest and overflows into the backpack
- Fur bake only runs on models labelled Fleece and re-runs when its version changes
- Debug shave scan compiles out of fur materials that do not use it
- Regenerated the manifest, livestock prefabs are back
- Tests updated for wild sheep rule, plus new tests for all of the above
Fix room export tool not writing to the temp directory in the editor
Redesign livestock popup UI so that it's more consistent with plant popup UI
Mark the room exporter (base -> JSON) as editor only
- used so we can run tests on bases without having to spawn the entire base (which is slow)
Fuseboxes now show the worldmodel for whatever the currently inserted item is
They now show a heavy fuse if one is inserted rather than a regular fuse
merge from render_pipeline_testing
avoid atmosphere volume NRE
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- unique subsystems for water pistol and keycard
- deleted holdtypes for them as not needed
Forgot to push localization changes
Disable TCs from room occlusion
- if you hide the TC from the client then you don't know if your authed on the base
- re-enable later once we move auth networking out of the TC itself (we could only network to players authed but then we still need to know if a TC is attached to a building)
muzzle_flash_optimisations -> main
Save and restore item positions when creating or deploying loadouts
merge from render_pipeline_testing
Set room occlusion and the admin bypass for it to be saved in editor
- avoid us having to keep turning it on & disable the admin bypass every time we enter play mode but keep the feature disabled by default in standalone builds
Add support for convars to only be saved in the editor
Connect sheep coat material parameters and genes
Sheep anim update and adding new eat animations
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Dont spawn muzzle flash for distance gunshots (I was showing flash as well as sound for all distant gunshots)
- Caused some un-needed CPU overhead for distant shots since they had particle systems
added Bull and Cow trophy models. added new trophies to the huntingtrophylarge prefab
Can still try to shave wild sheep, they just run away
Merge from livestock_animals
fix missing underwater color grading in RRP
Instead of arbitrary IsShearTool flag, just make items that are good at harvesting corpses usable for shearing, less state to keep track of and more intuitive
Show livestock popup to the right same as plant popup, better as it doesn't hide the livestock
- Set up subsystems for megaphone and mobile phone
- Deleted their override controllers ( not needed now)
fix pathing, crabs now move as a swarm, with random (size-influenced) speeds for each individual
Reduced the size of the AdditionalLightData buffer elements from 160 to 128 bytes to be more cache friendly
Don't run lights or particle system IK effects ion muzzle flashes if they've faded out
Lights and particle system IK were still running on the background for complete muzzle flashes that weren't yet recycled
With 20 bots firing AK shots simultaneously:
- Saves ~0.5 ms on particle systems
- Saves ~0.3ms on lights
- More savings with reduced shadow jobs and update handler not having to go over each of the stale lights
Around ~1ms in savings