136,705 Commits over 4,444 Days - 1.28cph!
merge from apartment_complex_monument -> main
merge from prototype -> apartment_complex_monument
Fix eject position not assigned on the small apartment
Move a few things under furniture root
Slightly shrink size of combat zone triggers in apartments to avoid triggering teleport when player is walking into the invisible barrier
gamesroom shotgun trap
- greybox added
- intial prefab setup
- item created
- icon created
- material created
- ran localization & manifest
Fix apartment entities missing from manifest entity list too
Update apartment prefabs (labels updated from manifest)
Update manifest (apartment entities got lost?)
Lower slots of bathroom sink & medicine cabinet from large box -> small box
Implement RemoveAllPlayers() to teleport all the players out of the room when the lease expires / apartment is checked out
Rename DailyScrapUpkeep -> CachedDailyUpkeep to make it more clear
Fix initial scrap not being added to upkeep terminal because the upkeep terminal isn't a part of the list of furniture
Limit func_ladder dismount search count per ladder
* So if using silly console commands the game doesn't lock up trying to check the known universe for dismount points
Barnacle tweaks
* Prevent barnacles trying to grab PhysGun frozen props since they'd be unable to grab those props and will just keep tugging at them forever
* Heavy and frozen props will cause barnacle tongue to float above said props, not go through them
* Try to prevent rare barnacle crash
Minor cleanups
Fixed Fast Headcrabs using Normal Headcrab health convar
Fixed Think hook serverside running even if last curtime is same as current
Added timer.IsPaused
Minor cleanup: Make IsEntity an actual alias internally
Switch Lua timers to double curtime
* Seems like an important system that should have this
Merged Pull Requests
* Spawnmenu localized search
* Turkish localization updates for TTT
* Consistent stripping of bogus characters from server names
* Lua implementations of TypeID and is<type> globals
Added new argument to steamworks.FileInfo - bool extraInfo
* If set, "description" will be up to 8000 bytes long (255 is the default), and "extra_previews" data will be fetched and returned
Block some snd_ and dsp_ cvars that save to config
First pass on gear boxes for maintaining water treatment plant tank
- Insert gears into gearbox
- When gears are present, valve wheel can be turned
- Turning valves increases pressure in water tank
- WIP: Above certain threshold, tank is active and begins to produce water.
Add features to ItemBasedFlowRestrictor, to prepare for water treatment plant gear boxes
- option to destroy 1 passthrough item every x seconds, instead of decaying condition
- option for locking inventory once passthrough items have been inserted (cannot be removed)
Fix apartment oven in the penthouse being called "large furnace" in the loot panel instead of "Oven"
Apt. door lighting fixes part 2
Fix furnace in medium apartment not being under "furniture" root
merge from prototype -> apartment_complex_monument
update apartment_complex_monument/prototype
Make combat zone trigger only on server to prevent client colliders being caught in it
- we use flag for combat zone now so don't need it on the client
Fixing poorly lit apartment doors, part 1
Add dialogue to apartment concierge for when no rooms are available
Fix rooms available dialogue being invisible when there are no rooms available
General small improvements to concierge dialogue tree - add some exit responses, add an intro reset speech node which makes more sense after already having been initially welcomed
Add 'rentallroomsoftype' servervar to fake rent out all rooms of a specific type
Fix speech nodes looking all fucked up in the dialogue graph if they had lots of text
All apartments are 3 digit numbered.
TMP stuff in the apartments applied to prefabs.
Related files.
potential fix for spawning inside TerrainCollisionIgnore not working
Add an alternative frame debugger window that lets us save/load back captures, diff and create summaries .
Modify ApartmentRoom.IsAuthed() to accept different authorization enums (split ability to loot vs enter the room)
get Standard Refraction working in RRP
Fix clientside triggers not being toggled by the invisible barriers convar
Prevent cheaters pushing themselves through the clientside barrier and being able to shoot players inside before they are teleported out
- block damage on the server if the attacker doesn't have the permission to pass through the barrier if invisible barriers are enabled
Fix invisible collider being disabled when leaving trigger instead of enabled (it's still being enabled when you come back into range but safer)
Don't teleport players out of non-rented rooms (annoying when noclipping through monument)
- safe because apartment door is closed when not rented
update 3p aim close/far pose for pool mini game
Add teleport position failsafe for players that bypass the invisible client barrier
Add `ent open` and `ent close` (to open apartment doors that aren't yours)
Add door toggle so the invisible door gets disabled if the user is authorized to enter the apartment
- acts like the invisible barrier isn't there for certain players
fix fog not working switching back to BRP with RRP initially enabled
RRP: fix DoF not working in workshop scene if DoF was disabled in graphics settings
- Don't clip mountable into the table
- New equidistant movement system again
Mailbox tweaks in core
Small scene lighting stuff
fix clouds not rendering when switching back to BRP
Get rid of only intruders being able to access the storage during a break-in, flag the whole room as a break-in is active for 5 minutes
- doesn't persist break-in across restarts because it only lasts 5 minutes, server takes >5m to restart, awkward to relog fast enough during break-in and there isn't a place to hook after all the slow server startup happens
- instead set break-in to false every time the server loads (since the flag is only disabled by an invoke that would be lost on server restart)
Another change for combat triggers
Somewat better spline movement