136,326 Commits over 4,293 Days - 1.32cph!
- Prevent scientists from being overly agitated (going from hiding spot to hiding spot never pausing in between) when peeking and flanking both are not possible
- Prevent scientist on other floors or sniped from being too agitated (peeking and wobbling a lot) even though nothing is happening near them
- Fix scientists throwing grenades while searching or while being surprised
Update(breaking-change): WorkQueueProfiler now also reports BudgetTime
- breaking as this doesn't match CSV template
Tests: none, compiles
Update: WorkQueueProfiler now sends an extra aggregate record for queues
We could aggregate it on the backend, but that would mean sending through potentially a hefty amount of empty records
Tests: compiles
Paintball projectile is its own thing instead of a glowing tracer. (Needs tinting in code)
Charcoal Comp Box - blockout prefab configuration
Folder structure for rentable shop kiosks + temporary trim planning textures
Clean: add a couple TODOs for when I'll be going through old analytics code cleanup
Tests: none, trivial changes
Update: extracted PersistentObjectWorkQueue.TelemStats into WorkQueueTelemStats
- made ObjectWorkQueue populate it
- every queue now always logs it's budget time, even if it has no work to run (so that we can estimate budgetted/total time %)
Opens it up for use in custom queues as well, but I'll cross that bridge later
Tests: compiles
updated skins list - silly horse mask was set to wrong steam id
some vertex normal weights polish on doorway and window blocks
added doorway and window blocks projected decal for the bone ornaments
crypt bones decal projector files/textures
Bugfix: ensure Runtime profiler reports WorkQueue and Invokes from the same frame
- moved it's logic to be invoked via PostUpdateHook.OnLateUpdate, rather than slamming it directly into PostUpdatehook internals
Previously invokes would be from last frame, while work queues would be from current. It's still a little wrong, as we're reporting it as data from last frame - but at least it's consistently wrong
Tests: none, will deal with any fallout later
Merge from artist_pack_dlc
Update: rejig a couple parts of TelemStats to simplify code
Tests: compiles
- Paintball gun no longer applies paintball colours to the particle effects of entities which have custom impact effects setup
- Fixed train bell dinging every time we just wanted to know what its impact effect is. Bell now dings when it's attacked
Add DecalOffset component to allow decals to be offset along their relative y-axis
Added this to paintball decals to fix most issues of them not appearing on some building surface types. Still an issue for the hard side of shipping container walls, might need an additional option to set per surface type.
3p jump mid air anim exported after editing and assigned to playeranimation controller
reworked shoredata blitting to handle rotated bounds properly and not clamp-extend outside pixels
foundation triangle crypt displays correct wall type
Fixing ak 47 anims not having tanslation baked into prop bones
Merge from sails_motion_vector_fix
re-applied crypt building grades to blocks post merge
Upgrade Standard-Wind shader to match Standard
Use Standard-Wind for sails to fix motion vectors
scientist_boats_gameplay_pass_4 -> main
scientist_boats_gameplay_pass_4 -> main
main -> scientist_boats_gameplay_pass_4
Use setup the correct starting rotation when mounting a turret
Merge from workcart_leak_fix
Run camera animation stuff in update rather than messing around with invokes or seat overrides
- Fix head animations not working in build on the PT Turret
- Stop get eye override cycling calling itself in some scenarios
- Ensure IsEmpty is also set when jumping off a reloading turret
- Remove Interface for mounted weapons - just look at the mounted weapon script instead
fix PT boat turret movement sounds recycling too aggressively (fixes silent rear turret movement)
fix PT boat turret dryfire sound spamming
add light toggle sounds to PT boat (just playing flashlight on/off currently)
Fix paintball and pistol ammo english strings
fixed signal computer scale
genericspawnpoint now draws meshfilters at correct rotation/scale/position regardless of nested depth in prefab
Add `client.receivelatency` cvar to simulate latency/ping for debugging.
kitbashed a better signal computer
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Merge from artist_pack_dlc
Fix paintball impact decals sometimes using generic bullet impacts
Other impact effects should now be set to global if the effect happens to land on an entity. Global impact effects have spawn distance behaviour disabled if the initiator player is the local player. Looks like a bug, as it was set to be global if we hit non entities.