193,467 Commits over 4,079 Days - 1.98cph!
Don't show the current mission objectives on the map screen (they overlap with the markers UI)
Add a section to the markers UI that shows the current missions, clicking on the mission entry will focus the map on the current misison objective marker
Fixed Timer Switch being triggered by circuit updates even when the power amount didn't change
First pass on mission + conversation
Fixed AND, OR and XOR switches emitting light when unpowered
Merge from mission_improvements_may_24
Add a UI panel listing all of the objectives and rewards for a mission when the player is about to accept a mission
Consolidated a bunch of localization strings, several mission objectives had descriptions with the same english text but different keys
Update lumberjack harvest wood description string to use a new localization key and adjusted text to not mention the required count (as we add that dynamically now)
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Subtract
95838 - was meant to be on a sub branch
Fix checking cooldown incorrectly
Fix quota convar overflowing int by casting convar to long before calculation
Allow vending machine to be rotated 90 degrees
Fixed storage monitor not taking into account partial stack changes
Merge from main -> harmony2_3
Fix backpacks being dropped onto ground inside safezone when you die and being lootable instead of staying on the player's corpse
merge from effects_pooling_warmup
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Straighten road next to roadside monuments
player update. exported/setup 3p thompson weapon anim set
Minor: Init variables used in IMaterial functions
Unhide sv_maxunlag convar
Minor adjustments to server browser filter UI
You can now click the filter text to tick the checkboxes
Fixed industrial wall light snapping issues, debug origin was off
merge from client_server_fields
Prefer longer cliff segments
Fix a bunch more mismatching
Update client server field finder tool to output even when there are no serialized fields found in the type, allows for more accurate messages when comparing
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Improved flow in rahouse large, adding an exit point in the corridor
PlaceCliffs has MinHeight and MaxHeight parameters to specifc terrain altitude range of certain cliff types
Fixed default guide mesh orientation issues after rotating it
checkpoint hut, radtown gate greybox
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Moved GenerateCliffTopology slopeCutoff and splatCutoff to consts at the top of the file
Implemented "force the cliffs to spawn at the highest available Y position"
Fixed "cliff scaling doesn't always obey the min/max values"
Merged main into /electricity_power_fixes/2
ProceduralMapRoad spawns roadside monuments
PlaceMonumentsRoadside fixes & improvements
Removed the unrelated files plastic included in my previous commit for whatever reason.......
merge from mission_improvements_may_24
Moved functional code out of RPCs to facilitate testing, cleanup and naming
Codegen
merge from harbor_build_topology_fixes
Moved the connection/disconnection code out from the WireTool to IOEntity to reduce dependency