3,178 Commits over 915 Days - 0.14cph!
merge from main -> biome_visuals_2
Merge from fix_leather_gloves_no_fingers -> main
Fix leather gloves having invisible fingers by ensuring all child renderers are spawned in the viewmodel
merge from fix_inventory_ui_reconnect -> main
Move new GameObject[] field to shared class instead of inside #if CLIENT
Fix new community UI panels being opened when the main menu is closed & opened
- only close & open legacy panels when main menu is opened / closed
Fix pasted builds always being snapped to terrain despite the convar being set to false
merge from main -> copypaste
merge from qol_io_arrows -> main
Fix telephone and CCTV camera port arrows not working
merge from main -> qol_io_arrows
Merge from fix_community_ui_nre -> main
Fix NRE from CommunityEntity if disconnecting from server with inventory open
merge from qol_io_arrows -> main
Fix IO arrows casting shadows
Fix the sound DLC "sound light entity" IO arrows appearing in the wrong place because the renderering component was attached to the MeshRenderer child Transform instead of the DeployableGuide parent Transform
Merge from qol_io_arrows -> main
Fix IO arrows not updating when plugging in a wire
Fix fluid combiner, flasher light, sprinkler, boombox, speaker & microphone stand ports
Fix weapon rack not showing ports while deploying
merge from main -> qol_io_arrows
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merge from fix_npc_death_icon -> main
Reapply references from loadouts -> NPCs so the death icons work
- got missed by plasticscm somehow
Merge from main -> fix_npc_death_icon
merge from fix_map_zoom_numbers -> main
Fix map grid text labels not rendering properly depending on zoom & map size
- this changes map grids to be slightly different sizes depending on map size (146.3 target, 152m on 3500, 150m on 4500)
- however the grid is now is correctly centered on the map
- number of grids = Floor(MapSize * 7 / 1024)
- size per grid = MapSize / number of grids
This also fixes teleport2grid not working on certain map sizes (like 3500)
- this was due to the map rendering 24 grids (breaking at different zoom levels too) instead of 23 grids (3500 map size = 23.92 grids)
Merge from fix_get_building_priv -> main
Fix regression from HBHF fixes that causes building blocks with no TC attached to use TC of nearby but unattached building blocks
merge from qol_io_arrows -> main
Add ability for IO arrows to be offset per port
- made water barrel top arrow offset to make it easier to see
Handle entities that have IO implemented as a separate child entity
- calculate the offset between the child & parent
- manually offset IO ports to account for this
Fix elevator and fluid splitter
Fix arrows trying to render when the IO port doesn't have a direction configured and flooding F1 console with warnings
Fix & add IO port directions on a bunch more IO entities
merge from qol_bag_unclaim_convar -> main
Change hardcoded value of how long bag unclaim button has to be held to a convar
- default to same 2 seconds
- can use `bag_unclaim_duration` convar to decrease (or increase?) the time you need to hold it down
merge from fix_npc_death_icon -> main
Add ability for loadouts to reference an NPC prefab to override the death icon
- HumanNPC will send the prefab name the loadout wants if configured
- this fixes NVG scientist outfits in military tunnels not using the NVG death icon
Added arctic scientist icon
- added arctic variant prefab so it can source death info
- left spawners using the same scientist prefabs
- updated loadouts to point to new arctic scientist prefab
Fix build error from VS adding random `using UnityEditor` namespaces (from qol_io_arrows merge)
merge from fix_map_focus_light -> main
Fixed not working in standalone builds due to lighttoggle being a server convar
- split into a client & server command
- client checks if map is open and sends convar to server
merge from main -> fix_map_focus_light
merge from qol_io_arrows -> main
Fix compile errors on CLIENT and SERVER
Add io arrow accessibility settings to options menu
- already existed as convars but weren't in menu
Change from DDraw for arrows to using real meshes for arrows
- still uses ddraw when editing IO entities in scene view
merge from main -> qol_io_arrows
merge from copypaste -> main
Remove console spam when copying entities