196,136 Commits over 4,110 Days - 1.99cph!
Finish loading screen flex mockup
Merge from team_invite_changes
Don't allow duplicates in the invite list
WIP: Initial new loading screen setup
Removed some temporary testing logic
Merge from autoturret_peacekeeper
Slight menu transparency if in game
Menu open and close fade in/out
Stop quit modal from preventing escape from being picked up in game
Bloom improvements for new tonemap.
More sky tweaks.
Fixed settings warmup nre
merge from fix_compile_tester_editor -> main
Fix compile tester so it targets the editor assembly as well
merge from print_light_counts -> main
Don't build certain projects that won't build
Minor cleanups
Port gmod-html from x86-64 for Windows only
Fixed some compile warnings
Added more sanity checks
Prop fading changes
If prop min fade distance is below 0 (i.e. -1), it will be set to max fade distance if max fade distance is below 500. This avoids props being always transparent in this scenario, even when walking up really close to it.
Minor cleanups
More cleanups
optimize FindActiveWaterBodies()
merge from main -> print_light_counts
merge from party_system -> aux1
merge from party_system -> aux1
Add kickparty command to remove members from your party
Fix party not showing for the player who joins a party via an invite
merge from abyss_storage_fix
Abyss Containers - Changed deploy and open/close SFX to metallic ones
fixed gibs warnings in vertical ver
fixed missing collisions for small deployables in horizontal ver
fixed horizontal ver corpse gibs collisionmeshdata error
fixed horizontal ver missing groundwatch
Additional validation checks.
Converted all the remaining whitebox blocks to BoatBuildingBlock
Fixed removing the wrong instance when the swap-back-removal of another instance invalidated the indices by reintroducing instance sequence numbers, but slightly better.
Fix grenade explosions not being heard by scientists
Settings:
Gesture menu baseline
Reset tooltip when switching tabs
Ocean alpha test on beaufort 0
A ton of adaptations for the new height falloff.
ContainerCorpseCreator compile fix
Fixed wire slack for christmas lights, already fixed on decor_lighting_dlc but needs to work til we merge it
Plumbed up 'isOpen' hook for the new menu
Prevent potential bug if scientist reaction time is ever set to 0
Applied recent graphics preset fix to the new settings menu
Fixed some sliders using whole numbers instead of decimals
- Makes cientists rush players instead of staying passive after they land a few good shots
- Halves scientist bullet damage but double their accuracy (less brutal damage spikes, damage is more correlated to how long you stayed exposed)
- Increases flank speed and probability
- Adds profiling annotations to scientist fsm transitions
- Modifies canSeeTarget transition to take into account the same reaction time used for shooting (to prevent scientist's legs reacting to player before their trigger finger)
- Fixes confusing alternate use of Trans_IsTargetVisible and Trans_CanSeeTarget
Update: BiomeBenchmark - allow filtering which biomes to test
- also slowed down the camera flight to help with pop-in
Tests:benchmark in editor
More in game to menu plumbing work
Settings menu color pickers, added back all the accessibility settings