3,309 Commits over 945 Days - 0.15cph!
Cleanup and fix debug spam
Hook up convars for configuring if arrows should show for deploy guide, on deployed entities or both
- now a different convar for if it should show important ports or all ports
Fix ports & arrows not working with the deploy guide when the mesh is scaled
- hard to spot because it worked on deployed entities but not with the deploy guide
Show the white cubes and arrows when deploying IO entities too
Configure a bunch more prefabs & configure important vs unimportant ports
Fix water IO ports not working
High priority ports will show regardless of being marked as "main power"
Reposition industrial conveyor electrical ports so power in & out is on top & sensor outposts are on the bottom
- did while marking direction of each port
Mark certain IO ports as higher priority, only show the important ports by default
- main input, output & passthrough power considered important by default
- `io_arrow_mode` convar to control behavior
DDraw arrows in & out of IO ports when looking with a wire tool
Show IO port direction as an arrow instead of a line in the editor gizmo
Configure a direction for every IO port for every deployable IO entity
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Fix taking radiation damage from certain combinations of clothes despite having 10 radiation protection
- round radiation on server to nearest whole number
Fix crafting queue getting stuck at 0 seconds and wrong item when reordering crafting queue and cancelling items
Fix water jug & bucket dumping water if you leave water while holding right click to fill them
Merge from fix_computer_station_enter -> main
Fix having to click on the input field after each camera you enter in computer station
Add `download_demo` command to download list of demo chunks and extract player demos from them
- expects a JSON object containing list of files & users to extract from the downloaded chunks
Fix flashing being toggled on & off if you press 'F' to focus on player with map open
Merge from main -> full_server_demo_client_reader
Fix train tunnel entrances not having `PreventMonumentBuildingTag` component added because they were not generated with S2P
Ensured both train tunnel entrances were marked as "AllowBarricadePlacement"
merge from main -> fix_barricade_train_tunnels
Change the scene prefab remapping dictionary to be case insensitive
Normalize scene paths across windows and unix
Remove code that looked for scene name by full path in editor
merge from fix_monument_scenes_osx -> main
Disable monument scenes by default due to issues with unix paths, path capitalization & lighting breaking inside certain monuments
S2P launch site so the barricade mound fix gets applied
Merge from fix_barricades_tunnel_entrance -> main
Fix barricades not being placeable on the 2nd variant of the above ground <-> below ground entrance of train tunnels
Merge from fix_monument_scenes_map_gen -> main
Fix monument scenes not being disabled when the client is doing local map generation
- this shouldn't occur often as servers now serve procgen maps as downloadable files
merge from fix_barricade_snapping -> world_update_2
Fix socket mods not working after Construction.Placement was refactored from class to struct
- showed up as high walls and barricades not snapping
Add new panels that can be parented by community UI
- all panels are scaled by uiscale
Names
- Inventory
- Crafting
- Contacts
- Clans
- TechTree
- Map
Merge from fix_monument_collider_cache_invalidation_2 -> main
Redo `fix_monument_collider_cache_invalidation` as merge was being difficult
merge from runtime_profling_pooling -> main
Merge from main -> runtime_profiling_pooling
merge from runtime_profiling_raknet -> main
Merge from main -> runtime_profiling_raknet
merge from fix_monument_scenes_client_entities -> main
Fix monument scenes causing entities to spawn on both client and server inside monuments
Merge from fix_barricade_launch_mounds -> main