13,663 Commits over 2,466 Days - 0.23cph!
Merge from storage_adaptor_prevent_building_fix
Storage adaptor prevent building check now uses the StorageAdaptorAllowCollisionGroup, fixes placement on large industrial furnace
Should be simpler to manage going forwards
Merge from ducked_splash_fix
Possibly fixed player getting splashed by explosive damage when crouched under a half height floor and the explosion detonates above the floor
Do an additional line of sight check when damaging ducked players if closest point on the player bounds is within 0.1m (additional LOS is 01.m below original check)
Also removed an old log in TimedExplosive
Merge from fix_manifest_errors
Assign Root Bones to the Model component on:
turret_attackheli
sedanrail.entity
50cal.base.entity
shovel.entity
food_pie_generic.entity
Converted wall.frame.shopfront_static and wall.frame.shopfront.door_static to StabilityEntity (was Door)
Neither have animators so they wouldn't have worked as doors anyway and as far as I can see they aren't used by vanilla content anywhere
Fixed exception in DoPrepare on shields because they don't have a HoldAnimationOverride
Merge from water_well_B_spawn_fix
Fixed food cache not spawning in water well B
Merge from whatusesthis_fast_path
Added a faster version of What Uses This that will appear when right clicking script files
Uses text search rather than generating the full project database
Won't appear if the regular "What Uses This" database has been generated as that will be faster than this version
Takes about 25s to find all uses of a script
Merge from broken_glass_col_fix
Merge from lumberjackHoodie_Industrial
Merge from nighttimeduration
Merge from crypt_window_collision_fix
Merge from grenade_input_refactor2
Alternative, much less risky grenade third person/anim fix
Once a player starts aiming, don't let aiming state reset to false until the weapon is thrown (should prevent any anim dithering)
Add a new third person only code path that just emulates the first person logic flow, this should prevent any bugs leaking into first person mode and we odn't need to make any changes across all of the grenade types
In theory synced everything up
Adjust interaction conditions, move admin panel to ShopClosedRoot and only use it for opening the store
Supress no orders errors
Don't collapse RendererLODs if there are multiple RendererLODs on the same object
They would end up fighting over the filter/renderer
Fixed player heads not appearing on small hunting trophy
Create a crude oil producer prefab, deposits oil into a LiquidContainer
Added support to modular car fuel module to carry crude
Crude oil will be pushed from the producer into the tanker via fluid IO
Fixes
FIxed car tyres throwing an NRE if they are spawned as part of a scene
Add option for Water Catchers to skip the sky physics check
Create a new static water catcher with a custom production rate that doesn't require sky visibility
Move water catcher collection updates out of Invokes and into a work queue (they are only every 60s but Invokes won't scale once we add a lot more around the map)
WIP fix for mounting players to small trophy
Fix NRE, still not appearing though
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Cinematic particle mode sets EffectRecycle play mode to looping
Don't modify loop state on particle effect
Cleanup, fixed some duplicated stuff from the shelves work
Added skinnable assets for half height and single height shelves to support future spraycan functionality
Can't test right now as there's only one version of those entities
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Fixed another case where unequipping a mobile phone mid-call would prevent interactions server side
Clamp swimming anim state based on walk movement swimming status rather than querying water factor separately
Merge from main (no conflicts)
Refactor f1 grenade input handling to not rely on viewmodel events, fixes them not being throwable in third person
Should be unchanged for players
Enable Decal layer 0 on atlas_crypt_blend.mat for spray can compatibility
Commit changed metas from NukeDistant merge
Adjust the left side of the krieg backpack holster by 0.06m to better fit some large guns
Hair dye is now calculated with it's own random generation instead of relying on a combination of hair type and index
Should distribute hair colours more uniformly
Added a Clear active property block button to SkeletonSKin, will only appear at runtime