138,178 Commits over 4,474 Days - 1.29cph!
Apply the UpdatePlayerPosition/Rotation trick for less laggy transitions
merge from shield anim subsystem
Better subsystem blending values
Added a scene view gizmo showing the player model when a Generic Mountable Animation Sub System is selected
Matches the existing mountable gizmo behaviour
Nuke shield hand entity offset from all held items that had it, it's no longer used, shields just work.
- Play a viewmodel hit animation
- After hitting the ball keep the player mounted for a few seconds so they can see the result of their shot
Stop pool mountable dragging you along with the cue ball once you shoot
Create a new Player_LowerBody_RootPosition avatar mask, apply to bar stools
Actually put the 8 ball in the middle like real pool
Cleaner game in progress/leave game logic - makes everything clearer
Fix alt looting from player corpse bags -> player inventory
- fixes clothing alt looted from dropped item containers not being worn if you are already wearing clothing
- fixes clothing that would be dropped if you have a full inventory by trying to force move the items into the corpse bag first (bypassing the "no item input" manually)
Start Singleplayer & Start Multiplayer pool game options
- More complex setup for mp game, joining/leaving etc
Buff to snow jacket cold and bite protection, now serves a bit more of a purpose in the arctic.
Added option (default disabled for now) to require active powerplant powergrid to powerup satellite control computer (in addition to tech trash)
use new RRP/BRP grab pass subshaders for player pixelation
Added tooltips to various elements (texts and close button) on cui.cui_test
Updated cui.cui_test background image URL to use https
Remove TEXTUREFLAGS_VERTEXTEXTURE when loading vtf from disk
* This is breaking some textures on ToGL with certain file formats? Anyway, I don't think there any reason for this flag to be allowed when loading .vtf files from disk, it's an internal flag for render targets from what I can tell
Fixed some math lib discrepancies on 64bit builds affecting networking
* Inconsistent math between 32bit and 64bit client was causing 8bit networked floats to be decoded incorrectly, causing Vortigaunt beam effect to have lifespan of 0 instead of the intended 0.1
merge from sv_console_history
Added caret repositioning support (using left / right arrows)
Use Ctrl to jump to the nearest space
https://files.facepunch.com/raul/1b1311b1/13_22-33-GrownPortuguesemanofwar.mp4
gamesroom jukebox
- tidyup folder
- full setup jukebox prefab with all the things
- merged models to single mesh
- removed redundant materials and old model
merge from automated_testing
only players in the game can reset the board, otherwise you must wait for idle endgame timer
darts fixes
- fix RPC_UpdateThrowTimer (pretty sure)
- fix deploy bounds
- fix collider not being representative
- include mat in placement guide
- remove rotate from placement
- set health value
- can only palce dartboard on construction
- add ground watch
- fix look rotation error spam
- fix SpawnReticle NRE
- fix outofrange exception in 2 player
- remove "win game" placeholder effect that was causing crash
- adjusted bounds of everything in the prefab
New automated test checking all Gibbable components for mesh colliders that are missing RW
All pass as expected
merge from fix_realmed_remove_warning
Fix RealmedRemove warnings on small ramp and advent calendar
Update(tests): patch WeaponRack
Tests: TestMTSave(WeaponRack) pass
Update(tests): patch VendingMachine
Tests: TestMTSave(VendingMachine) pass
Update(tests): patch VehicleModuleStorage
Tests: TestMTSave(VehicleModuleStorage) - pass
Update(tests): skip module spawning for VehicleModuleCamper in tests
Tests: TestMTSave(VehicleModuleCamper) - pass
Update(tests): patch TravelingVendor
- skip spawning mapMarker and preventBuilding trigger when testing
Tests: TestMTSave(TravelingVendor) - fails on IsGrounded while updating flags
jukebox prefab updated with greybox model
Update(tests): patch TrainEngine
Tests: TestMTSave(TrainEngine) - fails on GetNetworkTime
merge from fix_baseentity_query_nre -> main
Extra hardening to fix exception inside DoServerDestroy() by checking if children are null before calling child.OnParentRemoved()
Extra hardening by checking if entity is null inside SocketMod_PlantCheck too
syncvar_initialiser_support
Fix a few NREs called by the new initialiser support
Update(tests): patch TrainCar
Tests: TestMTSave(TrainCar) falls over in GetNetworkTime
Don't just skip over entities that are destroyed in BaseEntity.Query, make sure they are removed in the narrow phase
Update(tests): patch Telephone
Tests: TestMTSave(Telephone) passes
Update(tests): bypass priv spawn in unit tests
Tests: TestMTSave(SteeringWheel) passes
Update(tests): patch StashContainer
Tests: TestMTSave(StashContainer) passes
merge from main -> fix_baseentity_query_nre