139,920 Commits over 4,505 Days - 1.29cph!
Merge from PlayerMaintainedMonuments
Merge from powergrid/fuse_swap
Merge from powergrid/fuse_deterioration
landmine now uses a proper worldmodel instead of burlap sack
hooked .item up.
added worldmodels for floor spikes trap and tin can alarm
hooked up .worldmodel to .item for each.
now drop instead of using burlap sacks.
Heavy fuse deterioration changes:
- All inserted fuses deteriorate per tick rather than just the oldest
- Fuses below 30% condition deteriorate faster
- If no fuses are below 30%, then the weakest fuse deteriorates faster
Adjustable by convars
merge from sculpture_default_invis_fix
Fixed a floating wire in power plant
Powerplant S2P
renamed folders to remove artist names from name conventions, reorganised to separate randomised rooms into own folder structure
prevernt breaking down stone sculpture
salting the SculptFormat data with the entity ID to avoid collision with default data
Renamed Halloween Garland to Halloween String Lights and reran Mani
merge from storepage_aug26
Bar game branding power of two
Bar games store page media
Only allow breaking connections from powerlines if you have building auth over the entity at the other end of the connection
merge from storepage_aug26 (stone sculpture page done)
Updating uzi rig with new model and adding world model rig
Gave sculptures bullet penetration again, but on the right branch
Stone sculpture media video
given bullet penetration to sculptures, takes 20% off the damage
bar games pack square images, still waiting on thumbnail
Merge from terrain_hole_mask_res_fix
Fix terrain hole mask with resolution scaling changes
merge from PlayerMaintainedMonuments
Fix splash-2 sound definition error
S2P Dome
Avoiding assigning camera.depthTextureMode when not needed to reduce camera serialisation bump
Merge from pooltable_dismount_kill_fix
Added some instructions to pool
Move "loading saves" from GameSetup -> EditorPref
- fixes having to re-save the scene or juggle the file in PlasticSCM every time someone else has saves enabled/disabled or has set a custom save file to load
- stores in EditorPrefs per-scene
- follows existing behavior: defaults to false unless enabled in the scene
- adds toolbar button similar to the "Skip Domain Reload" button
Update default nexus endpoint
add dolly preview window in the dolly editor
Finally fixed the deployable netting sounding like chainlink fence when struck
workbench upgrade world models
each workbench upgrade item has its own world model now instead of a burlap sack
in some cases, i've created simplified versions of an upgrade so they visually make sense as a dropped item
Can connect wires to the new powerline IO even without building privilege
Add vertical scrolling to the timeline
Fixed "Spawn with toolgun" not respecting tool trace for props
* Also fixed it not remembering prop skin and bodygroups
r_visualizetraces 2 now visualizes hull trace sizes
Try using a hull trace for "Can we reach ladder" check
* This is meant to address the ability to attach to a HL2 ladder through certain walls with tiny gaps
Minor cleanups
Do a LoS trace when searching for ladder dismounts
* Also clear all previous dismounts when searching for ladder dismounts, in case the ladder moved or something
Fixed Lua error in main menu when unsubbing before menu init
Apply crazy physics entity removal to movetype FLY(GRAVITY) entities
* This fixes crossbow and SMG1 projectiles spamming warnings infinitely when they somehow fall outside of the map
Improve "TWOPASS" brush rendering in shadow passes
set up events to hide flare when thrown in 3p
Disable being able to swap heavy fuses from the power plant fuseboxes. Get zapped for trying
elite, bradley and large wooden crate + variants now all have gibs.
greatly improved the gibs on the basic crate and the visuals.
Merge: from mt_snapshot_saving
- Bugfix for exception when saving ApartmentRooms in Jobs 4 mode
Tests: rented a room in Jobs 4 mode, verified with debugger that code was hit and no exception produced
Bugfix: use transform handles when saving ApartmentRoom.GetDailyUpkeepCost in Jobs 4 mode
Bypasses transform access which avoids tripping up on unity MT checks
Tests: rented a room in Jobs 4 mode, had a breakpoint in the code - no exceptions