139,739 Commits over 4,505 Days - 1.29cph!
Merge from apartment_terminal_postfx_fix
Fix post effects error with apartment terminal prefab
Switch from signal triggering 3p key animation to flag based approach
merge from fix_json_registration -> main
merge from masterkey -> main
Code cleanup + remove "out icon" parts of code since we aren't using arrows to show how to look at the key, we are using the animator to guide them
Fix opening and closing the door while someone is breaking in cancelling the break-in due to them "not looking at the key" anymore
- resets the next time they open the door
Fix VolumetricLightBeam on RRP
Fix break in menu option showing (and holding key up to door) while a break-in was active
Fix animation transition to hold key up to door not starting right away if the player is partway into the idle animation
Don't hold key up to door when looking at unoccupied apartments
Update animation controller
Upgrade the master key entity from Keycard -> MasterKey
- allows us to raise the key towards the lock when the player is looking at the door
- show "Insert Key" and detect if the key location on the viewport (0.5,0.3) is looking at the lock, not the center of their screen
Update clan.info command to accept steamIDs in addition to clanIDs
merge from main -> masterkey
Add an option to disable showing clan tags on nameplates
merge from f1menu_blur_fix #2
Fixed returning from PreDrawSkyBox causing area portal flickering
Fixed more at entity limit crashes
* Mostly NPCs and HL1 entities
Merge remainder of Pull Request regarding "at edict limit" handling
Micro optimization for prop_effect intialization (Pull Request)
Sort sprays by steam ID in the pie menu
cactus 2 and 3 now use the same collider material as the rest of the variants. No longer metallic hit impact sounds
fixed interior bus typo. No longer says EMMERGENCY. Now says EMERGENCY. very urgent fix.
merge from f1menu_blur_fix
fixed cables on powerlines poles with a new dangling position.
the old once took the steps into consideration. No longer feasible by default.
Removed fullscreen fade-out blurring altogether, we never intend to use it anywhere - this removes the blur fade from the inventory
Fade-in fullscreen blur works just the same as before, reverted code change in DeveloperTools since it's now obsolete
https://files.facepunch.com/raul/1b0311b1/no_more_blur_fadeout.mp4
Merge from satellite_crash
further adjusted lod distances so tht the crates exist whilst the satellite remains exist. much more closely matching matching the lods of the satellite remains lods.
MLRS Aiming Module > Aiming Module, to reflect its use in Satellite Terminals.
adjusted satellite crate lod transition distances so they dont cull too quickly
Merge from satellite_crash
Set panel back to inactive aster my last change (just for consistency)
Renamed text gameobject.
Merge from satellite_crash
Add localization for the offline status text.
Removed an old leftover horse debug log
merge from PlayerMaintainedMonuments
merge from water_treatment_plant_maintainables
buff waterpipe water outflow rate 24->48
refactor water treatment broadcast to accomodate multiple instances
fix broadcaster not being turned on properly by the water tank
Reduce heavy fuse spawn in crate_normal_2 and Underwater labs crate_normal_2 4 > 3%
Stop sending map seed to Rust+
Remove map seed from level URL and map image URL
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Merge from satellite_crash
first pass on an explicit smoothing tool
merge from PlayerMaintainedMonuments