161,580 Commits over 4,597 Days - 1.46cph!
Update: a couple more sprites that had meta changes
Somehow got missed in update to 26f1
Tests: editor doesn't complain
Update: automatic package upgrades
Tests: editor compiles
Add preventions for respawning on a sleeping bag which is squeezed into a gap narrower than a player, resulting in the player getting stuck on respawn
- Sleeping bags can't be placed where a player wouldn't fit
- Can't respawn on a sleeping bag in which you don't have space and would end up stuck
- Add a warning toast when placing a deployable that blocks respawning on a sleeping bag
vm lever action rifle anims wip
Fixed vending machine markers drawing under generic markers after reopening the map
Skip environment volume pass when there are no visible volumes
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Tattoos survive shuffleplayerseed, to make testing a bit easier (and they mostly transfer between male/female)
fix/restore disabled blueprint "cannt learn" tooltip
Don't rebuild mesh decal batches every frame
Tattoos get applied to clothing renderers with playermodelskin components
fix watercatcher loot panel not selecting bucket when in belt
(also applied to chicken coop for trough)
fix airfield terminal audio error
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Flamethrower: fix fuel gauge needle not tracking fuel
- updated dial anims
- Added needle_wobble layer (additive, synced to base, weight 0.2) to keep the fire anim's needle wobble on top of the fuel reading
- New flamethrower_needle_wobble_mask (gauge_arrow only)
fix shutter frames in wrong state when entering network range
fix Skins forcing sprites to 512x512 instead of matching texture resolution
Don't fade LightLODs forever. Let them settle eventually.
Update: allow clientvars to bypass admin requirement if they allow and do run from server
Tests: none
merge from reloadmap_bugs
merge from get_networklodcell_fix
merge from painting_tablet_fix
merge from sound_errors_fix
Updating viewmodel arms mesh
Fixed crabs and bird flocks NRE when a movement sound was destroyed
Fixed KeyNotFoundException in SoundManager.RecycleSound when a script recycles a sound that was already recycled
Reverted
167357, modulators don't allocate since
167855
Female body UV1 for tattoos
Fix the content visuals of harbor containers sometimes floating when on cargo ship
Add StripBatchingComponents so it removes the RendererBatch, fix StripComponents<T> not working on inactive children
Bugfix: fix invalid level unloading order
Tests: reloaded map on Craggy
Guard a BasePlayer.SendPingsToClient NRE
Added a lock on character creator tiles for DLC and Steam item underwear the player doesn't own
They used to be hidden, now they show locked and can't be picked
- Removed the DLC badge from the tiles, along with the SteamDLCItem icon it was the only user of
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Bugfix: cl_loadmap - make sure inventory player preview is recreated after reload
Tests: reloaded a couple times, player was visible
worldmodel updates
w_uzi (used for the dropped worldmodel only) is now:
- folded
- one combined mesh ( body & mag)
- uses naming convention
- static (non skinned mesh)
main -> character_customisation
Fixed client NREs when network LOD reads the position of a destroyed entity
GetNetworkLodCell now returns 0 for destroyed entities instead of throwing which was happening with disconnected players holding a dead boat in the PlayerBoat fx queue
merge from Uzi texture fix branch
Fixed tablet pen strokes breaking into dots when painting quickly
Since Unity 6000.3.20f1 every pen event also moves the mouse with its button up, and the painting code read that as the pen lifting
Fixed PlayerBoat wake effects NRE spam when network LOD is on
- Boats destroyed outside NetworkDestroy stay in the fx queue, and network LOD made GetWorldVelocity read their destroyed transform
Bugfix: cl_loadmap - nuke all map networkables after loading map
Tests: reloaded map
main -> get_networklodcell_fix
Fix pooling bug causing io wires while actively using the wire tool to sometimes be thicc
Attempt cleanup of considering backpacks when searching for items in player inventory
Looks like we forget to consider backpacks in lots of places. Item lookups are now opt out for checking backpacks
Crafting, building, weapon reloads still don't look in backpacks like before
Mission items, tech tree unlocks, vending machines, and many more now look in backpacks for required items
LODs and collision meshes for Train Tunnels - Randomised Room A. Prefabbed up submeshes and setup. LOD3 bake. Rejigged folder organisation to be more room specific, for clarity.
merge from scientist_boat_overworld_passive_fix