196,491 Commits over 4,110 Days - 1.99cph!
Don't flee if the target is close to a monument (within 50 meters of the centre)
Always try and flee in the direction of a monument
Cap flees to around 1~ grid maximum
Reserialize existing static respawn points
Round to nearest minute instead of rounding down so it shows 30m after respawning at outpost instead of 29m
Update - Modular boats steering wheel tier 2 (mesh and textures)
Show the number of minutes left if a spawn point has >5m left
- "24m" instead of 1420s
- once it goes under 5m it will switch back to seconds
- only affects static respawn point cooldown since all bags have 5m cooldown
Add commands to unlock & lock every respawn point that requires some kind of unlock
- `unlockrespawns`
- `resetrespawns`
Fix not setting cooldown when respawning at outpost after changing other cooldown code
Don't require unlocking outpost spawning while testing
Requring being authed (unlocking) outpost spawn in vanilla, don't require for softcore
Fix vanilla gamemode spawner so it only spawns the respawn point in vanilla
Fix shooting rate potentially being affected by framerate (getting slower if low frame rate)
Wall storage - Initial asset structure setup, imported model, gibs, textures and materials, basic tprefab setup with model, materials and lights
- Add suppressive fire support (shooting near where the target was without necessarily seeing the target)
- Fix potential bug in scientist shooting: not being allowed to shoot would freeze accuracy timer, and delay reload end
Add static respawn point to outpost scene
Add new static respawn point prefab
- different prefab for softcore vs vanilla so they can be configured separately
Add support for per-player cooldowns on shared static respawn points
Add support for authorizing multiple users on a respawn point
- as opposed to bags and beds that can only be assigned to a single user
- so players have to "unlock" respawning at outpost first
Added background to cl_pdump cvar
run iterator reset just after EntityRemoved, not before
Simplify optional argument checking for Entity:AddGesture/RestartGesture/AddGestureSequence
Update lights.rad
Force crouching on flanks (again, felt better actually)
Optim: AutoTurret - virtualize part of transform hierarchy on server
- Breaks dependent logic - will update next
This saves 75% of time in synth test of updating aiming of 1k turrets (1.29ms -> 0.32ms)
Tests: perf test + debug rendering
Improved blue cast more, and long distance jungle localized fogging.
Better timings to update category buttons
Blockout the interaction modal
FIx powered water purifier accumulating a value when running on an nearly empty tank, then converting a large amount of salt water at once.
- Tweak surprise condition
- Improve surprise vis logging
M15 Pistol - Texture update
viewmodel m15 pistol rig skinning and animation edits
Add adding to the search bar
Move filter content to top when opening server browser
Ensure server browser applies filters on first search
moved heightmap carving part of erosion significantly sooner in the worldgen, post canyons/lakes but pre-rivers
- simplest way to avoid affecting roads/rivers/etc too much was to just do it first and let them override the results
- splatting still happens after all this, uses the original heightDelta for strength but the current slope delta for tapering
Updated Folding Wicker Bed Prop Model, LODS, Textures and Materials
Reimported FBX's and Textures
Tests: PerfTest for AutoTurret.UpdateAiming
Hacking AutoTurret's code, it suggest we can shrink this by 85%
Tests: ran the perf test
Updated frontier gate/wall description, removed reference to it being a stone wall
trawler ship texturing progress
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Filter buttons only use include groups (lets use dropdowns for exclude groups)