4,016 Commits over 1,096 Days - 0.15cph!
merge from main -> biome_visuals_2
merge from fix_editor_monument_menu -> main
Run codegen to fix monument paths for menu that loads monument scene
Update all monument scene spawners with their legacy prefab path
Add option to run S2P on all monuments but only output the scene, not legacy prefab
Update the codegen for the "Load Monument" menu to use the legacy prefab path instead of the path to the scene spawner so it does mapgen correctly on monumentisland
Add `LegacyPrefabPath` to scene prefabs so they have both the path to themselves as well as the path to the legacy gameobject prefab of each monument
Copy over shadowCastingMode when converting prefabs so the prefabs render the same
merge from main -> biome_visuals_2
merge from fix_window_roof_placement -> main
Add additional LOS point in the top half of window deployables (embrasures + windows) so they can be placed when a roof intersects the window
Fix alternativeLOSPosition gizmo rendering at world origin instead of relative to selected prefab
merge from fix_window_max_condition -> main
Fix windows & embrasures losing max condition when repaired inside a repair bench
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merge from iconrender_improvements -> iconrender_improvements/batch
merge from main -> iconrender_improvements
merge from fix_ammo_count_not_updating -> main
merge from fix_ammo_count_not_updating -> main
Also show flamethrower fuel count when inside a chest / main inventory
merge from fix_official_gamemode_tags -> main
Remove `vanilla` tag if a gamemode is set
- fixes servers having both vanilla and a gamemode tag which causes the gamemode browser filters to not work
Add `ignoreversiontag` convar that allows the client to show every version of server in the browser
- lets you see release servers when on higher network version in the editor
merge from fix_ammo_count_not_updating -> main
Fix "Unload Ammo" button not showing after a gun is reloaded if the ammo is in the main inventory while gun is in hotbar
merge from fix_ammo_count_not_updating -> main
Fix ammo count not updating when gun is fired
- bug from showing chainsaw fuel but should also fix ammo count being slightly delayed when at higher ping instead of using client prediction
merge from fix_backpack_corpse_remains -> main
Fix backpack not being inserted into corpse remains if the backpack has items in it
merge from qol_train_inaccurate_turrets -> main
merge from qol_train_inaccurate_turrets -> main
Turrets are less accurate when shooting players on moving trains
- 10% chance to miss per m/s of train velocity (convar trainturretinaccuratepervelocity)
- works out to 35% chance to hit at 10 m/s (medium speed) and 12% chance to hit at 20 m/s (high speed)
merge from fix_corpse_limited_slots -> main
Increase slots of corpse remains (what the corpse despawns into) from 36 -> 42 slots to fix edge cases where the player corpse has more items than the corpse remains can hold causing extra items to go straight onto the ground
- switch loot panel from generic -> generic_large to show >36 slots
merge from fix_outbreak_death_icon -> main
Fix outbreak scientist loadout losing the DeathIconPrefab reference as well
merge from fix_oil_rig_invisible_collider -> main
Fix invisible collider on top level of large oil rig
merge from qol_chainsaw_ammo_count -> main
Refactor Item.ammoCount -> Item.clientAmmoCount
- was confusing as the code was setting the item's ammo count but also reading ammoCount from the entity when being networked to make it reliable
- this worked for client but caused the server's item ammoCount to not always be correct
- remove server assigning ammoCount to the item since it's redundant
- switch VendingMachine to look directly for HeldEntity instead of looking at item's ammo count
Fix chainsaws not showing their fuel count when inside a chest
Fix #SERVER compile error for attack helicopter `timeReloadHeldDown`
merge from qol_attack_heli_ammo_select -> main