113,162 Commits over 3,928 Days - 1.20cph!
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
merge from teslacoil_clippingexploit_fix
merge from meshlod converter
RendererLOD conversion fixes
Added ItemModForceSelectFromBelt and related implementation.
Allow handcuffs to be applied to wounded players
Merge from fishing_changes_june_24
Unchecked "Exclude Main Light" in Deferred Extension script on the Skin Viewer camera. This setting was preventing some of this week's skins from being visible
Revert the chair prefabs, they were just for demonstration
Added support for both LOD converters to work on a selection of game objects, including when those objects are prefabs in the project
Moved "Convert LODGroup to RendererLod" into Tools/Optimize/LOD Converters
Added "Convert LODGroup to MeshLOD" into the same section, does the above conversion and then converts into a MeshLOD, works on all selected non-prefab assets
Fixed both menu options not working Undo properly
Legacy shelter front colliders now more accurate, fixes floating CCTV cameras
Scrap Transport Heli speed on the airspeed gauge now matches actual speed
Don't show camera distance or converter options on RendererLOD/MeshLOD inspectors when inspecting an asset