129,931 Commits over 4,201 Days - 1.29cph!
Merge from ui_improvements
M4 shotgun spawns inside hackable crates again
L96 chance lowered
Reduced autoturret loot chance (increased too much last update)
Removed blue keycard from outpost vendor
Boat Vendor now sells DPV for scrap
DPV now requires metal fragments rather than HQM to craft
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Fix scientists reacting too slow when fighting a player that hid and getting shot in the back by another player, hook new scientists to Server.pveBulletDamageMultiplier
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Optim: crate_underwater_* - only sync positions once freed
Should save us 0.7ms on 4.5k server
Tests: untied basic and advanced crates on Craggy and observed them raise up
Bugfix: disable Drop To Ground on spawnpoints for junkpile_water_* barrel spawns
Some were incorrectly placed leading to barrel spawning on the ocean floor.
Tests: spawned on craggy, inspected a bunch of junkpile_water_*, none had underwater barrels
Optim: junkpile_water_* - enable client interpolation and use InvokeHandler instead of InvokeHandlerFixedTime
Fixed time handler fires off 10x more by default, and it would generate 3x more position tick messages than InvokeHandler. Will need validating on naval_update
Tests: observed transofrm values of a junkpile in editor while close and at a distance - interpolation didn't throw it anywhere
Buildfix: remove stale debug code
Tests: editor compiles
m92 mesh update - parts of the previous mesh were not properly centered.
merge from halloween_2025_disable
Birthday Hat - Updated manifest and localization
Birthday Hat - Adding models with material and textures. WM setup. Some still placeholder.
merge from guide_materials_tweaks
tweaked guide material settings further
Added prevent movement volumes to the small ramp to stop players falling through
Merge from hackweek_boxsorting
More sorting fixes
Apply a 1s delay to all sorting after a container is marked dirty, if a container is marked dirty again in that window restart the timer. This prevents sorting running every time an item is moved if a player is hover looting a container
Sorting should preserve positions of objects that are considered equal by the selected sorting mode (eg. sort by count, can now swap around all the 1x stacks while keeping the >x1 stacks in order)
Added a passthrough to the storage adaptor
Storage adaptor now requires 1 power (won't require power to use industrial transfers, only for sorting)
Flatten small displacements
Fix displacement origin calculation
Increase grass displacement factor
Clean up and restructure for performance testing
Include all prefabs under Assets/Scenes/Prefabs in the props asset scene for custom maps to use
Merge from puzzle_reset_changes
Merge from puzzle_reset_changes (only enabled on water treatment plant for testing)
Merge from server_history_dns
Fix history DNS resolutions not refreshing without a client restart
S2P water treatment plant
Automatically migrate servers from steam's server history to favorites.cfg if they have a DNS endpoint configured
Don't tick puzzle reset times at all until a player enters range when a reset is using the radiation system
Prevents random monuments becoming irradiated if no player has entered them
Once a player enters a reset range at all the timer will start, cannot be stopped from that point
More WIP:
- Mostly working apart from some ghosting (wrong update loop)
- Setup standard system for mounted weapon viewmodels
- Setup world model disable system with turrets
- Setup offsets
- MountedTurretViewmodel
Added a new TwoTierRadiation volume, comes in Sphere and Box variants
Use this on PuzzleReset, simplifies a bunch of code and gets us the behaviour we want
Strip LOD component from fridge power plate in skin viewer
merge from qol_backpack_gather -> main
Allow items picked up off ground to go into backpack when inventory is full
- applies to both normal items and keycards
merge from main -> qol_backpack_gather
Adjusted the recttransform so the sort settings prefab can be edited in place
Merge from hackweek_boxsorting