115,311 Commits over 3,959 Days - 1.21cph!
merge from fix_map_compass_visible
merge from bandage_revive
Merge ServerSideRagdolls -> Aux2
Add support for 2d blend tree, copied over aimOffset layer
Set some newer layers off until we properly enable/disable them at runtime
Update hand hold blend trees
Add left/right hand hold layers
Slight change to buoyancy shouldSleep rule
Make sure that boats which have been made kinematic by the buoyancy system wake up when their engine is started
Added Tools/Optimize/ItemModEntities with Planners/Update All and Find All, turns out the new held entity behaviour on every item that uses an ItemModEntity and a planner
Add a ray check like DroppedItem has
Add color picker tool
Fix gap between slider and textbox
Fix 3D paintables (egg suit) not painting in the right position
Use the same kind of kinematic disabling system on ragdolls as I recently implements for dropped items. Allows parented ragdolls on moving objects to sleep.
Added playerOnlyEntity field to ItemModEntity, prevents HeldEntities being created until the item is actually in a players inventory
Enabled on medical syringe for now for testing
Spawn HeldEntities with `limitNetworking=true` so they don't spam network updates around world origin when the item is first created / split
Merge from reduce_warning_spam (editor only)
Remove the states with a period in their name in UI.Inventory.SelectedItem
Comment out the ContextMenu_ConvertPrefab menu item so it doesn't spam menu item warnings
Comment out most of the editor utilities in TmPro.EditorUtilities
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Merge main -> ServerSideRagdolls
Applied new lighting/fx to desk.
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merge from DisableNonMovingItem
merge from fix_sprinkler_waste_water
merge from fix_server_save_ownerid
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Prevent auto turret from being able to target through chainlink fence (include invisible layer in raycast)
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Add some convars to control the selected tool, brush, size, and opacity so people can hotkey them
They're variables so a bind like `bind L meta.add paint.selectedbrush 1` will cycle through all the brushes
fixed wall_full_b lods not being set in rendererlod script
added variant conditional prefabs for wall.doorway, wall.window, wall.low, wall.half, roof, floor, floor.triangle
setup in main prefabs of frontier skin
Keep store item elements all the same height
Switch item store to use flex columns instead of grid layout
Hide footer of store item elements if they're blank
Update Facepunch.Flexbox to get new features and bug fixes (prefabs shouldn't dirty themselves anymore hopefully)
Fixed dropped item container showing `james` when in streamer mode
CardPlayerData missed commit
Updated heli crate from sfx of military crate -> elite crate (to reflect the model change)
Recalculate bounds
trophy 2023 lods gibs and icon
Show the "in cart" tag when items are in the cart
NonSerialize
ItemIcon.timedActionTime
Climate (3 fields)
Buoyancy.ArtificialHeight
BasePlayer.firedProjectiles (pretty sure it wasn't serializing)
WipeTimer.client_timeUntilWipe
InstrumentKeyController.TimeInUse
GlobalNetworkHandler.serverData
Codelock.whitelistPlayers
CameraMan.TargetEntity
BasePet.inQueue
Serialize
UIInventory.underwearSkinPicker
Crosshair (3 fields)
BaseGameMode.corpseRemovalTime
AutoTurret.attachedWeaponZOffsetScale
LerpBetweenPointsBool.UseAsOffset (present in all monuments)
Door (3 navmesh fields)
BaseRidableAnimal (Dung fields)
FogMachine.fuelPerSec
More improvements to "What fields is unity serializing"
Gray out non-tradable/marketable items you already own cause there's no point buying more
Don't allow adding non-tradable/marketable items to your cart more than once
Merge from main -> backpacks
Put items you already own last
If you already own an item, show a tag on the UI with how many you own
Order limited item store items by name to match Steam
Order general store items by item ID descending to show newest first
legacy bow entity updates
Updated wording on Rust+ pair screen to make it clearer what is enabled or disabled