4,605 Commits over 1,280 Days - 0.15cph!
Fix not setting cooldown when respawning at outpost after changing other cooldown code
Don't require unlocking outpost spawning while testing
Requring being authed (unlocking) outpost spawn in vanilla, don't require for softcore
Fix vanilla gamemode spawner so it only spawns the respawn point in vanilla
Add static respawn point to outpost scene
Add new static respawn point prefab
- different prefab for softcore vs vanilla so they can be configured separately
Add support for per-player cooldowns on shared static respawn points
Add support for authorizing multiple users on a respawn point
- as opposed to bags and beds that can only be assigned to a single user
- so players have to "unlock" respawning at outpost first
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marge from party_system -> main
Merge from main -> party_system
Ignore invites for a party you are already in
Add temp invite button so you can accept party invites
- default timeout 10s
- add `fakepartyinvite` command to show invite UI without needing a 2nd client
merge from fix_compile_tester_editor -> main
Fix compile tester so it targets the editor assembly as well
merge from print_light_counts -> main
merge from main -> print_light_counts
Add kickparty command to remove members from your party
Fix party not showing for the player who joins a party via an invite
merge from main -> party_system
Split into multiple windows so the inspector and preview window can be resized instead of being a fixed size
- allow skins to be selected with a dedicated "Preview" button until I find a hook for the ObjectFields being clicked
update iconrender_improvements/wallpaper
Prevent IconScene from being saveable
- can toggle via `Tools/IconRender/Allow Saving Scene`
Show preview of the icon on the right side of the window
- pull texture from Game window with a render texture
- will have inspector to change render icons below
update iconrender_improvements/batch
merge from main -> iconrender_improvements
Prevent dud satchels from exploding if they are attached to a door that clips through a wall
Add editor tool to print count of active lights per entity (Tools/Optimize/Lights/Print Active Lights)
merge from main -> party_system
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Prototype showing party members at the top of the friends menu
- hacked friend code slightly to make it work
- will integrate with friend code properly if it's confirmed to live in friend menu
- subscribe to a bunch of "OnLobbyMemberChanged" hooks to ensure the UI updates when players join / leave the party
- refactor LobbySystem class so all logic has to pass through it instead of directly accessing steam's lobby class
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Party members will spawn near the first party member that spawned on the server
- try to spawn party members within 100m of the first player to join
- only applies the first time you spawn on a server, subsequent spawns will be random
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Add all players in a party to a team when they join the server
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Add party system
- command based until UI is ready
- can invite friends to a party
- when leader joins a server all party members will join the server as well
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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