111,926 Commits over 3,928 Days - 1.19cph!
Attempt #3 to get the monument of a collider, keeping in mind that client builds split the monument into a flat hierarchy so we can't just look for the MonumentInfo in the parent
- fast path is see if the `prevent_building` collider is already tagged
- slow path is using a physics cast to search for `prevent_building`
- caches to avoid falling back on the slow path every time
merge from waterpump_deploy
merge from qol_building_blocked_visual
merge from qol_reduce_f15_volume
Pass null when checking IsInvoking() instead of getting a profiler key
Fix NRE in profiling key creation if an entity is killed while an invoke is happening
Merge from main -> allow_barricade_monuments
Add "Building Guide Preview" to options menu
- Always
- When Building (default)
- Disabled
Updated the deploy sound to something more appropriate (was using the goold old tuna can lamp sound)
Tweaked water pumps deploy volume so they can be deployed in a triangle
Split off code into static class BuildingGuideManager.cs instead of inside Planner (where there can be multiple)
Start adding convar
Merge from main -> qol_show_teammate_building_guide
Added an UI information panel showing flamethrowers damage and range values
added inverse mask for concrete edging cutouts.
Reduce F15 flyby volume by 45%
added first pass roofing asphalt mat for Radtown use.
Finally fix building blocked guides not showing in standalone builds
- find the largest volume before PreProcess destroys the heirarchy
Merge from main -> qol_building_blocked_visual
Updated large medkit description to include the 100% chance of recovery from wounded state
radtown gate bug fixes, collision, lods
Structures folder, converting to MeshLOD, Removing some Material Setup components
merge from samsite_togglemode
Props folder, second pass converting to MeshLOD
Tweaked the new input behaviour
- no power -> switch to the mode set manually
- powered -> swith to the other mode
https://files.facepunch.com/Flavien/a6t5qI8rzoaSdQzP.mp4
Also renamed both modes for clarity:
'Enable Defender Mode' -> 'Defender Mode'
'Disable Defender Mode' -> 'Target All'
Correctly hide the progress bar when unlock minigame finishes successfully
Added ItemModForceWearFromBelt, added it to prisoner hood.
Prisoner hood is now force worn when added to a handcuffed player's belt bar.
Fix framerate dropping to near zero when painting quick long strokes
▌▊▌▋▄▍ ▄▆█▅▋ ▍▊█▌▉ (▋▋▆ ▍█▅▄▄▉ ▇▊▉▍▍▍▇), ▄▊▍ ▅▇▅▉▋▄▇▍ '--▊█-▉█▍██▌-▊▊▆█▋▊▋▅▊' ▇▉▇▉▆█▍-▄█▊▆ ▉▅█▌▄▅▇▊▄ ▍▋ ▄█▄▇▊▋▆ ▆▉▊▄▌█ ▉▄▇█▄▉▇█▌ ▆▆ █▅▇▇▉▆▄
Props folder, fist pass converting to MeshLOD
Removing MaterialSetup components for snow
Active held entities are notified when owner dies.
Unlock handcuffs on death, releasing player limitations for when they respawn.
textured tricycle with LODS
Handcuff statuses are now correctly applied when handcuffes are placed during wounded state.
Locked handcuffs can't be removed from belts.
Added ItemModRestraint
update no build volume at train_tunnel_double_entrance_b
merge from meshlod converter
If the RendererLOD cannot be converted, show the convert button but grey it out, also show a reason why
merge from ShelterColliderFix
merge from ScrapHeliSpeedoFix
merge from solarpanel_damagepickup