609 Commits over 274 Days - 0.09cph!
Power mannequins to change their pose
Support custom colours for balloon particle pop FX
Added multi-line support for balloon text editing
First iteration of balloon text and colour changing menu
- Only added to circle balloon for testing and iteration
Hide chat log for autoswitching if the channel didn't change
All consumables can no longer be used when both hands are occupied (driving a mountable that blocks item usage)
^ This is a stopgap change until hotbar food eating is implemented
Improved "disabled" menu option text to be more generic.
merge from helicopter_flare_balance_pass -> main
fix dictionary duplicate entry
fix display scaling and random rotation, assign a bunch of item category overrides
First WIP prototype for component displaying box skins
Remove the ability to use healing "food" items (medkit, healing teas) when prevented from wielding items in a mountable.
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merge from main -> boxes_dlc
merge from helicopter_flare_balance_pass -> main
Buying a mini or scrappie from vendor automatically grants some flares
merge from fix_colourpicker_gradient -> main
Fix colourpicker not adjusting to linear colour space
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merge from helicopter_flare_balance_pass -> main
Revised changes and clarification for throwing flares from helicopters:
- Thrown flares no longer have any effect on homing missile targeting
- Flares can now once again be thrown from helicopters (but again, wont do anything)
- All player helicopters have flares deployment system (same as previous change)
- Hot air balloons (HAB) do not have flare deployment system but can only be targeted when server ConVar "homingMissileTargetsHab" is enabled (unchanged)
- HABs can now dodge seeking missile targeting after engine being off for 4 seconds (if convar is enabled), exposed value for configuration
- Improved positioning of flare effects for mini and scrappie, added flare status lights on dash for both
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merge from main -> helicopter_flare_balance_pass
Add fail animation hook for fail throwing flares from helis
merge from helicopter_flare_balance_pass -> main
codegen + protobufs after merge conflict resolution
change flare entity proto enum to dodge naval update conflicts
code clean up, fix change for dropping grenades
change position of flare FX, add flare ready/dryfire sounds for mini and scrappie
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merge from fix_team_chat_carryover -> main
potential fix for staying in team chat after switching servers
remove redundant SprayFailReason.MountedBlocked debug log
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Refactors to LoadedAmmoWorldModel from feedback
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fix world model outline not showing on loaded rpg ammo (for dropped item)
- added a check before showing world outlines for if the transfom is active in hierarchy, if not, no outline
Added component to show loaded ammo in dropped RPG
Partial revert for setrrccode convar admin bypasses, now only the commands bypass turret and drone auth checks
Add gametip for too hot debris harvest attempts
merge from upgrade_cctv_convars -> main
remove whitespace, also forgotten from last commit message:
- autoturrets and drones can now be edited by admins & developers, bypassing auth checks
Upgrade CCTV convar commands
- change CCTV setting convar to extend to all remote controllables that use an identifier
- changed name of the convar from "setcctvcameracode" -> "setrccode"
- addcctvcode and removecctv convars now accept multiple code arguments
merge from workshop_max_texture_res -> main
Fix typo, add shortname to material information
remove texture size warning for material rows, it seems we already downscale to the correct size ¯\_(ツ)_/¯
Add max texture resolution information for skinnables in the workshop scene
added indicators for ammo types: slug, smoke, buckshot
Removed ability to repair helicopters that are in flight
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Helicopter Balance pass: Flares
- removed the ability for passengers to manually throw flares from helicopters
- added flares to minicopter & scrappie
- hot air balloon can cut engines to avoid homing missiles (after 5s of engine being off)
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