138,171 Commits over 4,505 Days - 1.28cph!
Merge from pooltable_dismount_kill_fix
Added some instructions to pool
Move "loading saves" from GameSetup -> EditorPref
- fixes having to re-save the scene or juggle the file in PlasticSCM every time someone else has saves enabled/disabled or has set a custom save file to load
- stores in EditorPrefs per-scene
- follows existing behavior: defaults to false unless enabled in the scene
- adds toolbar button similar to the "Skip Domain Reload" button
Update default nexus endpoint
add dolly preview window in the dolly editor
Finally fixed the deployable netting sounding like chainlink fence when struck
workbench upgrade world models
each workbench upgrade item has its own world model now instead of a burlap sack
in some cases, i've created simplified versions of an upgrade so they visually make sense as a dropped item
Can connect wires to the new powerline IO even without building privilege
Add vertical scrolling to the timeline
set up events to hide flare when thrown in 3p
Disable being able to swap heavy fuses from the power plant fuseboxes. Get zapped for trying
elite, bradley and large wooden crate + variants now all have gibs.
greatly improved the gibs on the basic crate and the visuals.
Merge: from mt_snapshot_saving
- Bugfix for exception when saving ApartmentRooms in Jobs 4 mode
Tests: rented a room in Jobs 4 mode, verified with debugger that code was hit and no exception produced
Bugfix: use transform handles when saving ApartmentRoom.GetDailyUpkeepCost in Jobs 4 mode
Bypasses transform access which avoids tripping up on unity MT checks
Tests: rented a room in Jobs 4 mode, had a breakpoint in the code - no exceptions
merge from fix_reload_anim
scaled masterkey in source, now proper size and rotation.
zero'd out the .worldmodel prefab.
merge from sculpt_admingui_fix
Basic spline setup for new stations
Apply roll when switching from dolly view to editor
Fix dof not showing up hi-res screenshots.
merge from unixtimestamp_boundary_fix
Fix clan leaderboard never refreshing after it loads once
Fix reload animations not working on remote players
Fix some incorrect pooling in RentableShop and DeepSeaManager
Fix alt looking while breaking in sometimes cancelling the break-in progress bar
fixed snapping in 3p hatchet aiming anim
- worldmodel, static and projectile prefabs now updated with new model
- override controller updated to use throw anim
- removed old model from .weapon prefab
- removed erroneous worldmodel prefab
fix stupid auto inserted using
merge from hackweek_parented_ddraw
Updated DDrawCommand wrapper to include the new optional entityId and identifier arguments
- fix broken deferred decal culling (cull distance was being scaled up by integer object quality value rather than percentage, so cull distance became way too far for any culling to happen)
- avoid redundant localToWorld calculation in the same frame for each deferred decal
Merge from PlayerMaintainedMonuments
Merge from PlayerMaintainedMonuments/powergrid
Powerplant new loot fixes
Increased Stone Sculpture protection properties
Stone sculpture store page media
Allow player to alt look around while unlocking the door
merge from PlayerMaintainedMonuments
merge from airfield_maintainabled_features
Add airfield call check to StateThink of DropCrate, so it can now interrupt dropping in other monuments
Ingore drop timeout timer when airfield call is active and unassigned
New Darts UI:
- New setup for controls, leaderboard etc
- New instruction setup
(still to add leaderboard entries)
merge from PlayerMaintainedMonuments