112,627 Commits over 3,928 Days - 1.19cph!
Add debris spawn points to floor prefabs (triangle, square, floor frames)
Support spawning multiple debris objects for floors (one on each side)
Possibly fixed editor based player inventory loadouts not getting included in builds (now derives from BaseScriptableObject which should get picked up in our asset bundle builds)
Switch using GetConnectionsWithin in IndustrialConveyor ReceiveItemTransferDetails RPC to a new GetCloseConnections method that iterates over the subscribers of the local network group instead of all of the players on the server
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Added root bones to playing cards viewmodel, fixes viewmodel renderer not working
Set up EffectParents for UI elements
Toolgun viewmodel now uses viewmodel camera, UI is setup as an effect parent
Update Cache process on vms_missing_renderer_scripts to automatically consider any materials using the hair shader as a transparent pass
Fixed dying during harvest mission objectives in the tutorial resulting in pings appearing for completed objectives after respawning
Change default value of BasePlayer.filterSpectateMapTeamID to -1 so it shows the team of the currently spectated player by default (setting this value to 0 will show all teams if global.toggleSpectateTeamInfo is true, not usually useful on live servers)
Fixed shotgun traps going off once if an authed player was in front of them when a TC is reskinned
initial 3p setup, rigged worldmodel, set up override controller and entity prefab
Added FaceTargetChaseDistance to BaseNavigator.
Added random point functionality.
Test chase behaviour change.
AI design changes.
Fixed piece of shit water system returning incorrect trace hit position when underwater, causing incorrect water hits while inside water carving volumes
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merge from fix_spectate_health_flicker_2
merge from tutorial_reclaim_fix2
merge from cargo_improvements_may_24
merge from tutorial_flesh_gather_fix
merge from fix_trophy_drop_headbag
Improvements for the nexus player position map marker on the server browser
Show an error indicator on the UI if nexus details fail to load for the connect screen (no more spinning forever)
Include a special case for Steam returning no auth ticket
Fix zone details clipping out of the map component
player update. exported/setup 3p bolt rifle anim set
Updated default values for treewind component
Laser Light:
- Fixed guide mesh position mismatch
- Fixed missing material on one of the laser origin
- Updated destruction sound from wood to metal
Electrical heater:
- Enabled snapping (had to rotate it to face forward)
- Now makes sound when destroyed
Initial checkin of speedtreeintegration2 branch
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Added a setting to deployables that allows us to override the deploy guide mesh rotation
Enabled snapping on simple light and connected speaker
Industrial conveyor can now be placed upside down again
Fixed sprinkler guide mesh scale
Fluid Switch & Pump:
- Enabled snapping
- Fixed offset between the guide and the final placement
- Updated destruction sound from wood to metal
- Now rotatable
Fixed counter snapping pivot issues
Fixed components being flipped upside down when placed on walls facing south/north
Now supports objects with off-centered pivots
Fixed corner points not added when aligning from rotated objects
Fixed out of range error when having more than 64 components within 2-meter radius
Fixed opposite normals check
Fixed mesh guide 'flickering' between two snap positions
Fix compile error from namespace
merge from effects_pooling_warmup
merge from sprinkler_drain_fix
merge from cabooselights_fix
merge from reduce_server_tags/compact
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Heli strafing now sets up correctly with new parenting logic. Orbit strafing now recalculates moved target positions correctly