127,447 Commits over 4,201 Days - 1.26cph!
Add correct components to rear turret
Standing mounted turret seat setup
Mounted Turret Seat now supports multiple turrets on the same vehicle
Initial rear turret setup
Setup right entities
Setup prefab variants
Add favourite paths to the file dialog
naval_update -> gun_turret (missed files)
naval_update -> gun_turret
Add /copypaste/ and /demos/ to shared ignore.conf file
Fixed flashlight trying to use invalid VM attachments
Filled itemname on both charity plushies steam item
Added charity plushies to the skin viewer
fixed nightlight being too blue and dark
Fixed flashlight trying to use invalid VM attachments
Add sv_nomap_timeout
* Closes a dedicated server if it is running without a map for given amount of seconds. Defaults to 0 (do not close the server at all)
* Also added a console message telling the user to load a map with the map console command
Fixed spam about "as if it were a variable" on GUI srcds
Init 3rd person camera on map load as well as shutdown
Implement support for $reflect2dskybox for Water shader
Restore the hack for static prop fades for CS:GO maps
Not sure why it was removed, I guess we will find out eventually if it causes issues.
Fixed a typo in "Save file appear to be invalid!"
Added $reflect3dskybox
Disabled for all water by default, but can be used to enable 3D skybox reflections in water. r_3dskyinreflection can be used to force disable this for all water
Make construct water reflect 3D skybox
pumpkin basket entity - Added offsets to make it work with basket anims due to difference in model size and pivot
set up wire and hose entities, removed duplicate override controller
Update: AnalyticsUploader - combine AzureBulkJsonUploader and AzureBulkCSVUploader into BulkAccumulator
- this also allows to combine the 2 uploaders into 1
This enabled aligning EventRecord serialization with current system. I think this is the last change to the code, next up will updating user code and testing in "real world".
Tests: ran unit tests
corrected deep sea shore vector positioning and how we copy the data into the current deep sea shorevectors map
- something is still broken with the data, but the map matches the deep sea bounds size and aligns with island positions properly now
Casino upper floor dressing progress
Fixed roof_flat_300x300_b
Plywood variant for bar tables
Update: AnalyticsTable - bring back useJsonDataObject support
Tests: ran unit tests
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Continued work to floating city 3 (still WIP) - floating walkway set dressing
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Enabled Frame Timing Stats within the Player settings as this is required for gathering GPU timings in release builds
Fix error when build happens before navmesh is initialized
Added GPU frame timings to the performance logging
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Have DecayEntities affect navmesh at runtime when spawned and destroyed by default (remaining todo exclude IOEntity, AnimatedBuildingBlock, BaseTrap, etc)
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created skins folder in rocket launcher folder, temp set up rpg as a spawnable weapon
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Boat building station is no longer a StorageContainer as it was never needed.
Set Clear Area menu item to always be the lowest priority so it never appears as the default.
Tests: add all Analytics Uploader tests
- Covers ClientFPUploader, ServerFPUploader, AzureBulkJsonUploader, AzureBulkCSVUploader with multithread data generation
- Specialized editor logging for each uploader, as it doesn't make sense to emit compressed goup
ClientFPUploader will need internet connection as it relies on steam
Tests: ran unit tests
zero'd transforms in bandage entity
xmas floorpaper setup, wip
Follow Daniel's advice of merging two redundant code paths into one
Added prevent movement colliders to all walkway floor meshes to smoothen out moving around
server_refresh_budgeting_adjustments -> main