4,179 Commits over 1,157 Days - 0.15cph!
Fixed some Dictionarys not cleared when disconnecting
Ensure initialization and destroy are called only once (to avoid nativearray dispose errors)
Fix `print_global_entities` not actually printing the output
Fix error / crash when reconnecting to server
Merge from global_networked_bases -> aux2
Missing whitespace at end of .meta?
Renamed `StripChildren` to `StripEmptyChildren` to clear up function of component
Fix empty children stripping to ensure normal stripping runs before empty gameobject stripping
Merge from global_networked_bases -> aux2
Fix GlobalNetworkHandler not picking up all entities when first loaded into an existing save
Merge from global_networked_bases -> aux2
Merge from main -> global_networked_bases
Update global_networked_bases/2021
Merge from global_networked_bases -> aux2
Mark if mesh is the highest LOD
Don't scale highest LOD by FOV or quality setting (to ensure all prefabs cull at the same distance regardless of your settings)
Add `supportsComputeShaders` to client performance analytics
Fix menu slider for "building distance" not having correct translate phrase
Fix GPU culling data not being updated when visibility of mesh is changed (to hide windmills & sam site placeholders inside network range)
Added `global_networked_bases` convar to disable networking of global building blocks server side
Log time taken to send all global entities to players
Merge from main -> global_networked_bases
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Show loot panel when backpacks other than your equipped one are selected
Don't allow moving items into backpacks by drag & drop items onto them
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Don't network contents of backpacks, only network the backpack (so it can be shown on other players)
Cycle the inventory when a backpack is added & removed (so backpacks update like clothing when added to sleepers)
Prevent items being added to backpacks when in normal inventory
Show a different icon when the backpack is empty vs has items in it
Fix normal items having a "Hold E" to pickup off the ground
Remove `IsBackpackWithItems()` and ensure volume system produces same results
Assign "itemVolumeWhenFilled" of backpack to "2"
Add "containerVolume" and "itemVolume" to represent how only empty backpacks can go into normal inventories
Item default volume 1
Container default volume 1
Only right click into your own backpack when it is open: don't right click into the backpack of the player you are looting
Don't prioritize right clicking items to backpack when it is full
Fixed players being unlootable again
Add backpack container when looting
Support moving backpack to corpse when dying (default it pops off you)
Update player lootpanel with backpack slot
Fix players being unlootable from leftover v1 backpack code
Only show backpack inventory when clicking on your own backpack
Make the backpack panel resizable (so it only shows the slots it has capacity for)
Configure a List<Gameobject> to hide & show when backpack is selected instead of specific gameobjects
Merge from main -> hackweek_backpacks_2
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Add ServerRPC with 6 arguments
Include "if backpack is open" bool when right clicking items since the client doesn't actually loot the backpack when "opening" it
Implementing ideal container for backpack so right clicking items will go to backpack when it is open
Drop backpack when you are wounded or die
Move "DropBackpack" method from PlayerBelt on client to PlayerInventory and work both on client or server
Show backpack inventory when selecting the backpack
Add `hideSelectionPanel` to `ItemDefinition` to prevent the center panel from showing for certain items (aka backpacks)
Add new itemcontainer type: `BackpackContents`
Allow players to move items into their backpack from within their inventory
Add backpack panel to UI where the player is
Add `PlayerInventory.GetAllWornItems()` to handle backpack having it's own ItemContainer but still worn
Add backpack container to CRC hash when switching clothing
Taadaa now it shows on your back!
Prevent held entities from parenting to backpacks (rock attachment is cool but no thanks)
Hold E to pickup backpack instead of opening the radial menu
Ideal container when picking up and right clicking backpack
Change ability to loot in world from `ItemModWearable.backpack` to `ItemModContainer.canLootInWorld`
Add `ItemModBackpack` instead of `bool backpack` in `ItemModWearable`
Only allow backpack to have items added to it when it is dropped in the world (via canAcceptItem so cheats can't bypass it)
Add crafting recipe for small backpack
Remove "move items from backpack container to backpack item"