3,102 Commits over 915 Days - 0.14cph!
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
Allow player models to be pasted
- convar `paste_players` (default false)
- change the steam id of the players pasted so they can't conflict with existing players in the server as it causes issues (give them a steam id above bots but below the range of real players)
Do filtering of pasted entities before they are spawned by filtering the prefab instead of the spawned entity and then trying to delete it
Fix autosnap for pasting not working if there were no foundations in the paste
- disable autosnap when no foundations are found
merge from main -> copypaste
merge from qol_teleport2grid -> main
Fix vertical offset of grid not being correct on certain map sizes
- due to image being placed from the bottom left but grids starting in the top left, but also rounding the number of grids on the map downwards
Merge from qol_teleport2grid -> main
Add `teleport2grid` command
- the magic number is 1024m/7 per map grid for anyone curious
- specify grid like "D8" (case insensitive)
merge from fix_radiation_rounding_damage -> main
Round the display values of radiation down instead to match the radiation values on the server
- both for the item info panel & the total radiation protection beside the player model
Subtract rounding the serverside radiation values
merge from main -> fix_radiation_rounding_damage
Merge from fix_ddraw_text_ztest -> main
merge from fix_map_focus_light -> main
merge from community_ui_inventory -> main
Merge from main -> community_ui_inventory
merge from fix_jug_dump_leaving_water -> main
merge from qol_map_marker_num -> main
Fix menu option for "numbered pins" being incorrect
Fix pins starting at 0 instead of 1
merge from qol_map_marker_num -> main
Add to options menu
- add support for the dropdown options menu to display text or a color
- will show "Random" or the color of the map marker
Markers now default to a number as their name (0,1,2,3,etc)
- can toggle behavior with `map_marker_autoname`
- can specify the default color for map marker with `map_marker_color` convar
- -1 = random, 0 = yellow, 1 = blue, 2 = green, 3 = red, 4 = purple, 5 = cyan
https://files.facepunch.com/jakerich/Xy99wr6maG1h/g9nPKC3XjPA2WYIf.mp4
merge from military_tunnels_nvg_outfits -> main
Add NVG outfit loadout onto all scientist spawners so military tunnel scientists spawn with NVGs
- only an appearance change: same health, loot & weapons as before
Add loadout for NVG military scientist outfit
Add ability for loadouts to override only certain containers
- replace the items worn without stripping all items in the inventory
merge from fix_quarry_animator_lod -> main
Apply same LOD change to deployable quarries (even though they aren't used in gameplay)
Merge from fix_quarry_animator_lod -> main
S2P pumpjack monuments (trainyard, powerplant, water treatment)
Commiting prototype instanced rendering that piggybacks off normal CPU batching system
- hooks into normal batching system
- uses normal occlusion culling system
- instead of adding meshes to CPU batching, pushes meshes into arrays to be instanced rendered
- uses Graphics.RenderMeshInstanced() which is slower due to copying to GPU every frame
- currently same rendering speed as CPU based system, however can be optimized with multidraw & command buffers
- convar `batching_instanced_mode` switches between CPU rendering and instanced rendering (to compare)
merge from fix_quarry_animator_lod -> main
Fix mining quarry and pumpjack only showing their animation up to 100m away
Merge from cctv_shoot_disable -> main