110 Commits over 761 Days - 0.01cph!
Prevent keyboard shortcuts for randomising player seed and clearing wearables being triggered when typing in filter input boxes. Ignore shortcuts when filter input boxes are in focus
Randomising the player seed preserves selected clothing
Player can now be equipped with clothing using the wearableScrollView. Multiple items of clothing can be equipped as long as they are compatible in regular gameplay. Equipping a clothing item that is not compatible with others selected will clear the selected clothing. New button to clear player clothing, shortcut with pressing O
Subtract
127494 - contained unwanted files
Increase UI size so the scene feels better maximised
Now spawning a BasePlayer in the scene rather than just a PlayerModel so we can give items to the player later. Rotation is broken right now
Load all wearables into the UI and setup wearable filtering - mirroring the item setup. Can likely clean this up later.
Setup "Randomise Player Seed" button. Some code cleanup/preparations
Duplicated item's scroll view and filter input to create a scroll view and filter box for wearables
Spawn the PlayerModel on Awake. Rotate 180 degrees to face the camera. Force censorship cubes off and randomise the player seed. Randomise player seed again by pressing P
Cleaned up needsCursor, capslock input, item giving, InitPlayer and capslock scene help text
NRE fix for UIGodOverlay Instance not being initialised yet when saved convars are loaded. Tested in editor.
Fixed bug case where UIGodOverlay could be enabled by setting godforceoffoverlay false when god and godforceoverlay were both already false, changed argument
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- ▊█▍▅▇▌ ▅▄▌▌▋▅▉ ▌▇█▉▅▅.
Admin convar `global.god` (godmode) now displays GameUI when godmode is active https://files.facepunch.com/jacob/1b2411b1/Unity_l3B1S3MDpp.mp4
Includes new `global.godforceoffoverlay` convar to force disable the UI overlay when enabled to help when recording media
Now spawning the viewmodel in the world at the correct position by disabling VM camera and adding new editor-only position override bool
Add help text "Press Capslock to use UI" and change default text on FilterInput to "Filter items..."
Equip the item on the player when a button is pressed
Reset the vertical scrollbar position to the top when typing in the filter box
Selecting item buttons from the scroll view now creates a worldmodel and a viewmodel, pressing a different item button replaces it. On player connection, the player's inventory is cleared in the case of having an editor loadout equipped - in preparation for giving the item to the player. Added a skydome to the scene from Playground to resolve lighting errors on some viewmodels
Fixed scrollview position anchoring to remain consistent when maximised
Now generating a struct of ItemDefinition and GameObjectRef to the viewmodel and worldmodel, only adding items with a viewmodel and worldmodel to the list
UI Layout changes. Viewmodel scroll now has a filter text box. Removed old viewmodel UI
Scene now has scrollview populating with a button for every viewmodel in the game with an OnPressed event. Adjusted styling
WIP remaking the ViewModel editor testing scene with flex UI and more functionality. Currently populating every viewmodel to a dropdown
Set the invis indicator on PlayerInit (connection to the server) to make sure client UI is synchronised with the server state
Extend setinvis_ui to include developer checks as well as admin
Changed UIInvisOverlay to inherit from SingletonComponent
- Performed in-editor functionality testing
- Performed compile error checking
Attack helicopter turret using the minigun now requires the minigun to be spun up with the primary shoot button before it shoots bullets. After 10 seconds of no shooting input, the minigun in the turret stops spinning. After 10 seconds of the passenger leaving the gunner UI, the minigun stops spinning. If the passenger dismounts whilst the minigun is still spinning it will stop spinning immediately. If the engine of the Attack helicopter is turned off whilst the minigun is spinning it will stop spinning immediately.
- Performed in-editor functionality testing
- Performed compile error checking
Remote controlled (computer station) autoturrets using the minigun now require the minigun to be spun up with the primary shoot button before it shoots bullets. After 10 seconds of no shooting input, the turret stops spinning.
- Some general code cleanup included
- Performed in-editor functionality testing
- Performed compile error checking
Autoturrets using the minigun now behave similar to how a player has to use them and do not spin constantly. The minigun starts idle not spinning and then when a target is found it will spin up before shooting. After shooting, 10 seconds without a target is needed for spinning to stop. Video of the new functionality: https://files.facepunch.com/jacob/1b0411b1/Unity_bwwHDhX2zx.mp4
- Makes use of new ITurretNotify code interface methods
- Non-autoturret (player-held) functionality remains unchanged
- Some general code cleanup included
- Performed in-editor functionality testing
- Performed compile error checking
- Fixes to come for remote controlled autoturrets (computer station) using the minigun and Attack Helicopter attached miniguns
Resolved SpinUpWeapon Animator warning when Minigun is put into a turret and not active/enabled yet
merge from minigun_3p_fix
Fixed some old sins in debug.cs (static public -> public static) and fixed old typo in debug.invis description text
Admin command `debug.invis` now displays GameUI when invis is active https://files.facepunch.com/jacob/1b0111b1/Unity_mEGC9tT2nm.png
F7 Player reports (abusive/cheat/spam/offensive name/breaking server rules) now send to the configured reports endpoint (server.reportsserverendpoint), previously only the generic feedback reports did.
Tested in editor with separate client/server and locally hosted endpoint
Made OnFeedbackReport RPC async and log upload results/exceptions
Send non-player-specific BreakingServerRules F7 feedback reports to the server.reportsserverendpoint
Updated ReportType enum so BreakingServerRules is correctly marked as LAST. Fixes bug where non-player-specific BreakingServerRules F7 feedback reports are not ignored by server.reportsserverendpoint when this was the intended behaviour in CS:109053 04/12/24
First pass on generating cfg/serverdefault.cfg on server startup. This is considerably bigger than serverauto.cfg so some more changes may need to be made
F1 console no longer saves the `quit` command after it's entered. Prevents you loading the game up again and accidentally quitting because it was your last-used command - I did this twice now whilst playing and trying to access combatlog!
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Subject to change: run commandline arguments again in Bootstrap after loading config to overrule anything defined in both
Changed the pickup/drop/impact sfx for the car radio item in line with other small metal items with a burlap worldmodel