114,230 Commits over 3,959 Days - 1.20cph!
Added an option for tutorial deploy guides to only display if a specific stage is active, implemented on initial build stage
Asking the mission provider for help will now reopen that missions full screen tutorial modal
Add 'use cache' button back to server browser
Reimplement code that uses cache vs steam browser
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Parachute cine materials + prefabs
Updated the files of old_radio model
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Merge Main -> Attack Helicopter
Additional null checks for heli seat owner
turned off texture streaming on haircap textures, set all but hairstyle_5 to high compression, tweaked alpha on hairstyle 3 so it doesn't have an obvious seam on the forehead
Reimplement cached browser in a much simplier format
Submit single query for ping after cached serverlist is downloaded instead of prioritizing pinging servers that are currently visible on screen
Add method to VirtualScroll that updates items that are visible
Set ping text to '?' every frame until the cache is populated (rather than complicated tasks and callbacks)
XL ground kickup experiment working files & scene backup
Merge from main -> cached_server_browser
merge from Attack Helicopter
merge from weaponrack_io_display_fix
merge from quarry_distance_anim_fix
mining quarry - changed direction of scrolling uvs, prefab fixes
Block chat messages FROM players in tutorial too
Hide chat messages except for server messages when in the tutorial.
Added Chat.hideChatInTutorial replicated convar to toggle this behaviour.
updated renderLOD settings on quarry track
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Prefab and directory backups
Revert the accidental world model scale changes to paddle, pitchfork, wooden spear, stone spear.
Keep the actual weapon rack scale override configs.
Added [movement] to TokenizedPhrase (eg. "[movement]" becomes "[WASD]" based on players input bindings)
Added more help steps
Fixed mining quarry animating if the player enters network range and is over 100m away (intended behaviour is that quarry/pumpjack don't animate until player is within 100m, regardless of state)
Pumpjack didn't have the same issue because it was disabling animations at 60m, I've increased that to 100m for uniform values across both prefabs
Exposed anamorphic barrel and anamorphic squeeze to Dof Exposer
Dof Exposer will no longer update it's values if the component is disabled or the gameobject is in a disabled hierarchy
Debug camera readout values will now display dof exposer values if there is an active exposer
Added dof distance to camera info readout
Fixed parachute mount anchor in incorrect position
Adjust parachute dismount handling to be a bit more forgiving of collisions
Remove the terrain height measurement and just move the player back slightly if they are in an invalid location when dismounting due to a collision
First pass on a modal tutorial UI to explain concepts. Can be assigned to a mission and the modal will display when that mission is accepted.
Industrial conveyors will no longer put clothing items in the belt bar of a locker
Fixed locker declaring incorrect slot ranges for industrial transfers after adding teh additional parachute slot
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merge from wr_stack_mount_fix