139,024 Commits over 4,474 Days - 1.29cph!
Clean up the airfield debug convars
Fixed Pressbutton_compact animation not working
Added an option to ChargeUpIOEntity to require a trigger once it reaches full charge
Enabled on both airfield terminals, triggered via a new button on the terminal
Switch Newtonsoft test to use Unity's test framework
Merge from PlayerMaintainedMonuments/powergrid
refactor + improve turn in place based on feedback. seems mostly stable now. this mainly fixes the weird catch up issues we had when a player turned constantly.
Livestock now gets saved, unlike other AI
This has caused massive problems in the past, so yolo I guess
FSM isn't saved/restored but we can probably get away with that
Add some basic loot to the new powergrid locked loot room at power plant so there is something there if its part of media capture
Add new big daddy red recycler to power plant with 75% efficiency and 4 sec duration, only usable at highest power stage
Green recyclers outside safezones now have a slight nerf to 50% effieciency at power stage 0, restoring to 60% (baseline) at power stage 2
Removed the new green recyclers from outpost
Yellow recyclers in safezones remain unchanged
S2P all scenes which contain safezone recyclers as recycler type is now set per recycler. All recyclers in safezones should still be yellow
Merge from satellite_crash
Merge from main/PlayerMaintainedMonuments/powergrid
Put more effort into finding spawn positions for all monuments with the highest priority
update prefab in scene, + airfield S2P
Added first pass of screens to the airfield terminals
- conditional contents based on charge
- switched Charge variable to syncvar, cleaner and better hooks
- added first pass of hook-ups for sounds, when ready
- fixed chargeupIO decaying charge code, not a bug but oddly inconsistent
- reworked prefab for airfield maintainables, moved everything around according to feedback
- added + improved testing convars for the two terminals
Remove cl_drawleaf (unused)
* Not to be confused with r_drawleaf
More Lua hook related optimizations
* Similarly to stopping gamemode hooks from trying pointlessly read returned bool, do the same for SENTs, also fix some sent types not using pooled hook name strings while others do
Some clientshadowmgr changes from CS:GO
* To hopefully prevent potential crashes
Setup localization for all static text
rock sculpture cleanup, updated model and materials, fixed scale issue. still needs lods and gibs and larger rock block
Fixed null check knackering markers
merge from hackweek_sv_pie_menu
No longer allow opening custom pie menus if the inventory is already open
Major cleanup of all UI code
wooden loot crate 1 refresh
model in, textures in WIP
merge from demos_shadow_fix
merge from catapult_reloadtime_nerf
Catapult reload time increased to 6 seconds (was 3)
Fix for some shadows not working correctly in demos
Merge from PlayerMaintainedMonuments/gas_station_car_lift_sounds
car lift sounds :car: :elevator:
control screen mostly done
merge from PlayerMaintainedMonuments
merge from gas_station_maintainables
new hit guide fixes
- changed depth texture used
- small negative scale offset to stop flash of z-fighting on single carve
- reduced line distance so it's more consistent with small carve radius
- turned off old ripples
fix car being killed when driving onto ramp
adjust carlift health, re-apply immortal protection properties
Setup powerline pole ladder visual to only appear on climbable poles