197,180 Commits over 4,110 Days - 2.00cph!
Merge from manifest_insert_inspector
Added a warning to the top of the editor inspector if an editors prefab id is incorrect, with a button to fix it
Added a manifest info foldout to all entities, shows whether the entity is in the pooled strings and entity list in the manifest
If entities are missing from these lists, buttons are displayed that will insert the values into the manifest without needing to do a full manifest rebuild, saves about 5 minutes when creating or duplicating a new entity
Add some placeholder cables
Physics based ceiling lights now reset their position/rotation after 15s of no damage
Setup two joints on the fluorescent light
Move chandelier into cozy lights folder
String light bulbs + lights are now pooled
Merge from frontier_external_fixes
Fix walls being demolishable with hammer after being reskinned (will apply to another redirect skins as well)
fix cloud reprojection artifacts where viewDir.y < 0
Reduce OBS_MODE_DEATHCAM time from 3 seconds to 1 second
Added some sanity checks when loading VTF files and possibly running out of memory.
Edit Entity window now shows prettier entity name (Community Contribution)
string.ToColor micro-optimization (Community Contribution)
More strict shader file whitelist (Requiring to be in `shaders/fxc/`)
Delete unused CDispInfo.m_pTags
Try to provide some useful info to "hit surface has no samples" warning
Fixed operator precedence in a certain validity check
Minor cleanups
Added more checks for invalid values
Increase MAX_NODES to 8192 (from 4096)
Floating cities greybox cleanup
Ensure corner pivot point is added, not subtracted
Fixed sleeping bag corner snapping
Fixed Furnace -> Furnace snapping
Some tweaks to locker and fridge (needs more height)
Fixed issues snapping workbench 3 against the wall
avoid potential index out of range, report error if default cloud lists are empty (instead of mysteriously crashing)
Sofa corner padding to .02
disable biome fog on craggy and playground as it doesn't make sense
"
Wicker Barrel
Medieval Box
Bamboo Barrel
Twitch Rivals Desk
Computer station cant connect to other computer stations nearby
Ensure sofa and patterned sofa can snap
Turn on for:
Retro TC
Shockbyte TC
Small Battery
Medium Battery
Large Battery
Repair Bench
Storage Barrels (inc abyss)
Chippy Arcade Machine
BBQ
Water Barrel
Small Generator
Powered Water Purifier
Composter
Pressure Plate
Disco Floor
Have the ability to turn on and off corner/same deployable snapping on a per object basis
drop off biome fog density below the terrain/start height (fixes dark fog in train tunnels)
Updated ReportType enum so BreakingServerRules is correctly marked as LAST. Fixes bug where non-player-specific BreakingServerRules F7 feedback reports are not ignored by server.reportsserverendpoint when this was the intended behaviour in CS:109053 04/12/24
Update(wip): new comprehensive projectile test on craggy
- spawns a bunch of players on craggy and drops projectiles on them
Currently fails as majority of hits miss (but expect 100% hit rate) - likely bad test setup. Will investigate tomorrow
Tests: ran unit tests
Resolved the compiler warnings flagged by the IDE as errors
Changed 'heart' icon on server listings.
Fixed server browser entries instantly opening when trying to scroll through listings with the mouse.
Fixed new canvas mode causing issues with keyboard locking and buttons not working properly.
Iterating
Cirrus clouds zero'd out for now.
fixed bugs with lods on dlc lights
Setup UI_Window support for flex element state swapping
Move Home and Session pages over to canvas alpha instead of GameObject setactive
Fixed VRAD Lightmap crash due to static props using out of bounds skins
Fixed VRAD always forcing verbose to true
Fix "must be compiled with $staticprop" error in VRAD too (was VBSP only)
Since `-allowdynamicpropsasstatic` is not a thing in VRAD, it will just always allow such props. VBSP controls whether such props are written to the .BSP file, so it should be all good anyway, since VRAD only loads the model list from the BSP.
Fixed VRAD Lightmap crash due to static props using out of bounds skins
Fixed VRAD always forcing verbose to true
Fix "must be compiled with $staticprop" error in VRAD too (was VBSP only)
Since `-allowdynamicpropsasstatic` is not a thing in VRAD, it will just always allow such props. VBSP controls whether such props are written to the .BSP file, so it should be all good anyway, since VRAD only loads the model list from the BSP.
Update: projectile tests against players with shields
Test: ran new unit tests
Reducing material IDs in floating walkway kit. Added ubiquitous moss via blends.
Have scientist only ask their closest ally to help in a rush, not the whole squad