196,935 Commits over 4,110 Days - 2.00cph!
Revert changes to shader includes
Reverted changes to supported shaders
Revert changes to ProjectSettings
More work on railings and stairs for floating walkways
Update: adding mounted-player related tests
- Fixed names of tests as turns out if they share a name, then all of them get executed when trying to run only one
- Fixed not cleaning up palyer's physics objects at the end of tests (caused tests to fail unexpectedly when ran all together)
- test projectile now has thickness (relevant to test with players in same vehicle)
Tests: ran all unit tests
some more progress on the manual anchor
New inventory crafting modal + generic modal component
redesigned inventory overlay warning + button prefabs
Remove another bark, change push bark
- When a scientist just shot the player, have him ask support from other scientists to rush
- Allow some voicelines to ignore cooldowns when they are important
Merge from vsync_limit_fix
Connected Session new design
Merge: from autoturret_optim
- Bugfix for turret not reacting to player in front when powering up (caused by me)
- Bugfix for turret not identifying new target if it snuck from behind then walked in front (likely me as well)
Tests: standing in front, sneak in from behind then to front, sneak damage, flying from far, depower-power turret - turret finds a target & shoots
Update: make turret scan const a servervar
- called `sentry.scantimer`, default to 1s
Tests: standing in front, sneak damage, flying from far, depower-power turret - it finds a target & shoots
Merge: from main
Tests: none, no conflicts
Bugfix: AutoTurret no longer misses players moving it's it's FOV
- Done by running scans every second when not tracking any targets
Tests: walked into turret's FOV from behind. checked turret still shoots when powered up with non-auth player in front.
Updated art on floating walkway railings
Better commit message:
Deployables of the same type will now snap together provided they are close enough.
Boxes, Shelves will now auto snap etc.
Deployables of the same type will now snap together:
Eg walls will snap together
tweaked collision on abyss horizontal barrel so it's within the bounds of the deployable
Bugfix: powering up auto-turret now runs a search
- Simplify and clean authDirty-related code
One of previous bugfixes mucked this up by allowing authDirty to desync. There's still a case that's possible, so one more fix needed.
Tests: powered up the turret by standing in front of it - it started shooting correctly
improved topology-based max carve height to produce a better gradient
manual anchor fbx update and some priliminary texture/material work
Huge code cleanup
Introduce two modes, simple or advanced snapping behaviours
Remove some voice lines that seemed out of place
Merge from negative_source_modifiers_godmode
Modifiers with a negative source (eg: incapacitate/blind darts) no longer get added to god mode players.
Added Modifier.HasNegativeSoruce()
Pre-emptive reload when mag not full and target not seen for a while
tweaked wall storage deploy volumes to allow for small wood storage
M15 Pistol - Updated item name and description