131,667 Commits over 4,232 Days - 1.30cph!
merge from playable_monument_scenes
birthday hat - fix / added ground light to illuminate the area when enabled by the player
merge from cannon_improvements
Animate fuse burn, fix white fuse texture on cannons, temporarily disable fuse burn for merge.
Add the ability to mark ConVars as "DeveloperOnly" (for graphics debugging stuff)
scientist_boat_ai -> naval_update
spawn setting change again
Increase LOD0 distance on steering wheel
Added another inside socket check to the steering wheel so it can't be placed on an overhang and end up with the player floating
Better scientist boat spawn settings
Switch off the RHIB map canvas if the screen is underwater, the canvas can't render properly in those conditions
Fixed RHIBVisuals and RHIBScreen serialization mismatch
Fixed rhib screens not working correctly in deep sea
Reduced LOD range on RHIB screens to 25m
scientist_boat_ai -> naval_update
Add first person reload animations to cannons with placeholder head animation, make fuse animation time configurable and lower it from 3s to 1s (might need to go even lower).
Set minimum mip level instead of requested mip level to avoid overwriting results of Unity's streaming system.
Swapped turret animations from the playables system to the regular playables animator
Ensure AI play reload and shoot animations when on the turrets
Don't show meshes created with the ConstructionPlaceholder component when using the hammer preview
Merge from steering_wheels_fix
Fix shared names on blackjack machine collision, resolves warning
merge from main/naval_update/modular_boat_sounds
Dont allow ai turrets to move if ai.move is false
sound import setting tweaks
Dont move scientist boats if Ai.Move is false
Change scientist boat spawn edge margin from 300 -> 900
Early exit out our update loop if there are no connections inside a large radius
Add physics impact/lurch sounds to modular boats
Remove brute-force client side cached data update
naval_update -> scientist_boat_ai
merge from main/naval-Update
Fixed boats stopping if the player is on the edge of the plank
Add safe zone triggers to all floating cities, S2P+HLOD all of them
Merge from floating_cities
Fixed missing barrel transform on static sentries throwing NRE's when firing
WIll need to S2P floating citites, have other changes to make first
Fix elevators on floating city not working after a server restart
merge from force_scene_deep_sea -> naval_update
Enable `forceDeepSea` in GameSetup in all the tropical scenes
Re-add deepsea.cs convar file because plastic
- codegen
Add bool option to GameSetup to force the scene to be considered inside the deep sea
- sets convar `force_scene_deep_sea` to be true (editor only)
hooked up event birthday balloons with new prefab
Fixed Gravity/Physics Gun world model
* It is no longer changing its light level based on rotation (fixed normals)
* Add 3rd skin for the mega gravity gun, used by c++ code
* Adjusted model origin to match the HL2 model (we are using HL2DM one) for NPC animations
* Fixed physics model not matching the visual model
Update some weapon icons with poor constrast
Fixed toolgun world model light origin
Add thumbnail for nb_example so people stop pestering about it
Potential fix for HUDWeaponPickedUp getting wrong entities
Updated TTT
* Add weapon group spawnflags to ttt_random_weapon
Antlion Grub ragdoll inherits color/material from the "npc"
* It's not a real NPC
Add a copy button to kick reason popup
balloon icons and set their health low
added sss to latex balloons, stripped out old gibs, fixed collision on speechbubble balloon, added new guidemeshes for all
Bunch of wip dock and edit work
Arctic Hazmat repose/lods
merge from naval_update/deep_sea
Cleanup spawning code, we don't need the global broadcast parameter anymore - its set in the prefabs
Restored BoatBuildingBlock retarget when entering portals
Fixed error when adding the same ent multiple times to crossing entities list
removed boat planner folder (files are now in planner folder)