145,838 Commits over 4,444 Days - 1.37cph!
exported updated 3p 16 frame sprint anim and set anim to play at 1 speed in the player animation controller
Fix the power plant high grade fuseboxes using the wrong loot panel type
S2P powerplant
Add prevent building volume to crash remains
Added new RefreshAndGetItems overload in IPlatformService
SatelliteCrashRemains now kills itself after specified delay.
Added protobuf for it to support save/load
set dressed ladder to roof room, basic details in checkin room
basic sentry cover of the outdoors and apartment b interior
S2P
Fix a couple of post-crash logic issues.
Target location debug sphere rendering remains active for 60 seconds after impact to verify it worked correctly.
Enable powergrid settings on the recyclers in outpost for demo purposes
S2P outpost/compound
Fixed all server compile errors and warnings for RRP
Disable detect collisions for falling satellite
Inventory access always available.
Mount hidden until powered.
Disable free powerup in the editor by default
Add notification when codegen Clean & Generate finishes running and reloading
Rename inventory access menu
Merge from PlayerRIgUpdate2
More performance improvements to the player censor, only takes 0.02ms now., removed a GetComponentsInChildren
Fix furniture spawn position list not being marked as serializable so the room prefabs lost their furniture spawn points on server restart
Implement lockpick mechanic on rentable vending machines
Lockpick can be used on a rented vending machine not owned by the using player, allows access to the vending machine inventory for ApartmentCommands.intruderauthseconds convar (300s by default)
Move shop costs (InitialScrapFee, ProtectionFromTakeoverHours, ScrapPerHourRent) are now replicated, unchanged values
Remove upkeep scaling based on the contents by adding convar for `rentscaling`
- default to `0` (turned off)
Swap EntityRefs to Syncvars, remove synced NetworkableIds
Merge from containerioentity_sorting
Fixed non local players missing some animations for melee weapons
Held Entities with animation sub systems will now receive any signals from the holding player (attack, throw, etc)
Merge from PlayerRigUpdate2
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Updated Facepunch.Steamworks
InventoryResult: added GetItems(string[]) overload to fetch specific steam item properties
Fixed animation warnings on torch
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high_level_networking_improvements -> main
Mark a few more clan UI methods as UnityEvents
Include the player's inventory in their apartment rent calculations so they can't sleep or stand in their room and store items on themselves to avoid paying extra rent
Add monument type filters to SpawnFilter, add metal detector spawns to lake/canyons/oasis
merge from prototype -> apartment_complex_monument
Add EntityRef support to our RPC source generator
Merge from prop_assetscene_split