156,147 Commits over 4,536 Days - 1.43cph!
Update: StoreBundleTool - fill in image upload logic
- changed url format
- ran "Update Urls"
Tests: ran full Update Urls - manifest grabbing works, but uploading gets stuck
Further placement checks/fixes.
Isolated reapply of "Set new navmesh enabled by default, now needs -useOldNavmesh to disable" for release
merge from sv_god_sync_fix
Added ServerSetGod which modifies the client's god info status and networks it to the player - now that global.god can be called from the server
Updated two instances of the server disabling god mode of a player to use this (eg. in the tutorial)
Fix clientLastAttackedTime not being initially set to -infinity which blocked sandbags from being upgraded instantly after placement due to incorrect cooldown.
Checks correctly run server-side.
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Added sphere to bin AABB collision checks to reduce the number of lights per-bin further
Same damaged cooldown logic for upgrading as repairing
Trying out manual clipping boxes for placement meshes to only show the upgrade portions.
Works pretty well, but parking it because custom made meshes will still look better.
Hide the existing mesh and only show the upgrade placement guide when placing upgrades, fixes the overlap and looks better.
Only hide the visuals, and only clientside, collision etc all remains active.
merge from apartment_complex_cleanup
Upgrading damaged sandbags doesn't give a free repair to full. Keeps previous health fraction. Convar'd behind ConVar.Server.upgrade_keeps_health because I'm not sure how we wiill want this to play out. Defaults to true for now.
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Upgrading transfers skin to new placement
Initial prototype rework:
Removed all the new sockets from sandbags.
Use the position/rotation of the sandbag being upgraded instead of calculating it via sockets.
Refactor some of the prototype code into functions and only use them in the upgrade paths, so we don't touch regular placement logic anymore.
Client now runs the serverside checks too.
Refactor UpdateUpgradeTier, and don't run it for everything via FillPlacement.
Don't cache incorrect upgrade levels.
Remove stack socket placement logic.
Fix being able to use any sandbag level to upgrade a sandbag to next level.
Use/trust serverside checks/position not client provided.
Run all placement checks when upgrading, so upgrades can't clip through stuff.
Remove some now unused new find deployable functions.
Applying shelved stacking prototype.
Added some guns to the sell table for testing
Added an auction mechanic to selling animals at the ranch
When selling an animal the player will receive an offer of three items, rolled from a set of item min/max bands
The player can reject an offer and get a new offer two more times - on the third reject the vendor gets annoyed and won't talk to the player for 15 minutes
Merge from milk_processing
Fixed accidentally deleted crafting tea icon
merge from animation_ik_jobs
slap burst compile attributes on ik modules too
merge from animation_ik_jobs
Merge from icon_generator_rework
Alt + Mouse wheel does fine grained zoom control
Don't show items with no PropRenderer in the match settings popup
Possibly fixed a case where saving would rotate the inspected prop
merge from animation_ik_jobs
fix merge whitespace issues + nuke old comments
Created creamy and milky versions of all pure teas
In most cases the creamy version increases the effectivess of a tea and decrease the length (creamy pure ore tea increases ore yield 0.5 -> 0.65 and decreases duration from 30m -> 24m)
Milky versions of teas just increase the duration (milky pure ore tea 30m -> 45m)
Both versions carry through their calories and hydration values into the tea
Some edge cases: pure milky healing tea default is 75hp over 30s, creamy is 97hp over 20s and milky is 112hp over 45s
Didn't make creamy version of crafting quality tea, it would result in 100% guaranteed chance of armour slots
Placeholder (ish) icons for all of them
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Milk mechanics first pass
Milk now has a skim interact option, becomes available after 4 hours in a refrigerated container
Converts the milk into two items - skimmed milk and cream
Skimmed milk has half the calories, 80% of hydration and half the health
Cream has half the calories, 20% of hydration and gives +50% health
Merge from market_terminal_power_fix
Remove failing icon test for marketplace terminal, no longer needed
jellyfish movement shader and tendril lag script
PR: Type-check all arguments of player_manager.AddValidModel
Delete SCRIPTNAME and SCRIPTPATH setting code
* This is apparently a left over from when SCRIPTNAME and SCRIPTPATH globals existed for the currently executed script.
Resolve default cubamap refcounting with recent changes
Minor fixes
Fixed normals on ConsoleBox models
StudioMDL: Adjust behavior of no $cdmaterials
* A small fix for internal model paths (modelsrc/ => models/ in generated path)
* Tell the user if $cdmaterials is not provided, and display the generated path
* Made the generated path have consistent slashes
Adjust ConsoleBox05a material to be less reflective
Add HDR version of the default cubemap
Update localization files
Fixed a graceful crash with prop_vehicle_crane
Fixed "Invalid HitboxSet" warnings with util.Trace
Minor cleanups
Bump exe/dll versions
- Apples have a very small chance of surviving (10% chance) if you dont harvest them before harvesting the tree (coconuts will have a much higher chance of surviving)
- Removed the chance of fruit to fall when hitting a tree
- Natural beehives will still always spawn honeycomb + the swarm when fully harvesting a tree. This behaviour remains unchanged
Adding new sheep animations
Apartment complex set isSafezone to true, fixes not seeing hostile warning when close
Remove BlockPlacement tag on prevent building, fixes "too close to apartment complex" construction error not working
Remove unused chinook drop zone
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merge from fix_recursive_log -> main
- fix InvalidOperationException from iterating through connections while closing socket
- prevent extra error messages from being logged after a connection is closed as the connection is kicked after any exception