4,786 Commits over 2,011 Days - 0.10cph!
Renamed food_pie_generic.viewmodel to food_pie_generic.viewmodel_placeholder to be clear
Generic pie entity and VM prefabs.
Pie specific items (chicken as initial test)
Hook up new food view model script to placeholder food vm.
Link to food entity.
Some very initial food VM code /setup
Added Consume server RPC to food entities.
Inital OnInput for food held entity, trigger eat when you press reload for now.
Don't belt-eat food items that have an item mod and valid entity prefab.
Added BlockBeltSelect virtual check to ItemMod.
Codegen.
Test switching food items.
Added second test food item.
Very initial test food vm/held ent setup
Weapon racks can now handle items being externally removed (eg due to era enforcement)
Initial single plant pot setup
Console autocomplete now works for commands prefixed with "sv"
Merge from creative_holdToPlaceDuration_bypass
Merge from main, rebuild F1 item button after conflicts.
Reimplement as separate ConVar.Creative.bypassHoldToPlaceDuration
Setup the new world models for all cooling and warming tea items
Merge from temperature_teas
Creative mode freeplacement bypasses holdToPlaceDuration
Added "Stack" button to F1 item icons to award a max stack of the item.
Fix BoatVendor incorrect condition setting causing duo sub to be unpurchaseable.
"Switch" menu title now inclues the current setting without having to open the menu to see, eg "Switch (CS)", "Switch (C)", "Switch (S)"
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Don't attempt to auto equip bags and shields when taking from weapon racks
Merge from multi_auth_radius
Add authradius_radius and deauthradius_radius.
Eg "authradius_radius 5 5" to auth everyone within 5 units (of the command issuer) on all entities within 5 units of the command issuer.
Added ArgEx.GetPlayerArgs extension method which treats every parameter after given index as a player and returns a list of the players.
Add authradius_multi and deauthradius_multi commands to work on a list of players. Uses issuing players position for radius location.
Adding them as additional commands to preserve the single user version and their behaviour where the target's player position is used instead.
Null check mounted vehicle when trying to notify of player weight change
Merge from presets_editor/quality
Merge from preset_change_performance (still wip)
UpdateCurrentOptionFromElement virtual function.
Override in graphics UI.
TerrainTexturing profiling
Null check lod and foliage grid instances, for when changing options in the menu, not in-game.
Extra wait frames.
Support disabling FoliageGrid refresh.
Disable FoliageGrid refreshing during preset changes, manually refresh once settings are all applied, reduces calls from 2 to 1.
Split manual LODGrid and FoliageGrid refresh calls over two seperate frames when changing presets.
Setup virtual pre/post apply functions.
Override for TweakGraphicsPresetsUI and toggle LODgrid refreshing there instead.
Added TweakGraphicsPresetsUI as a derived class of TweakUIPresetSelect to allow for more specific code.
Reapplied config.
FoliageGrid profling.
RustCamera foliage grid profiling.
Test:
Disable LODGrid refreshing when applying a preset change, enable it afterwards and then manually call it once.
Saves it being called 3 times when the tree, particle and mesh quality convars each get changed at the same time.
Add profiling for LODGrid.Refresh
Add per-convar profiling when changing quality presets
Can now specify individual menu panels that will return to the main options panel when closed.
Added Item store, inventory and workshop menu panels to this list.
Additional improvements:
Fix download status icons being displayed before buttons load when changing pages.
Fix blank buttons appearing on first load before page finishes refreshing.