13,656 Commits over 2,741 Days - 0.21cph!
Fixed a broken radio station, added new stations
Merge from content_reporting
Disable TargetEntity field in feedback (for now)
Fix mountables with allowHeadLook set to true not applying head look if they used a custom animator controller
Merge from trainyard_update
Merge from ugc_virtualscroll
Fix error when viewing cassettes in UGC browser
Add colour codes for team id 3000 (blue) and team id 4000 (yellow)
Fixed incorrect team ID lookup for events when determing colour of player nametag
Merge from ugc_virtualscroll
UGC panel now uses a virtual scroller for better performance on servers with excess amounts of UGC
Added Toggle ADS option to the in-game settings (Options>Controls)
Toggle ADS fixes:
Fixed not being able to ADS while a gun is deploying
Fixed having to click twice if player opens inventory while in ADS
FIxed physical camera convar error when connecting to a server
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Increased minimum time between open/close sfx to 0.2s
Enforce a minimum of 0.1s between an open or close sound playing, should hopefully fix sounds occasionally playing twice quickly
Fixed demos failing to playback if the local player died during the recording
FIxed HurtOverlay appearing if in debug camera and the local player is hurt/dies
Moved loot open/close sounds to new IContainerSounds interface for easier implemenation, refactored existing implementations
Added support for loot open/close sounds to ItemBaseFlowRestrictor and DroppedItemContainer classes
Fixed duplicate open/close sound entries on Modular Car LIfts
Merge from prefab_optimisations/trainyard_merge
Applied UndergroundLODSwitcher to door.hinged.industrial_a_a and door.hinged.industrial_a_b (both used in train tunnels)
Add a new UndergroundLODSwitcher that switches the environment type of a LOD component to Underground if it is more than 15m below the terrain
Applied it to the elevator doors in train tunnels (prevents 5-10 skinned mesh renderers rendering from over 100m away when the player isn't in the tunnel, but keeps any doors close to the surface unchanged)
Merge from prefab_optimisations
Set aggresiveShadowLod and aggressiveShadowLodWearable convars to true by default
Possibly fixed the keypad multiple lod warning during startup
Add graphics.reportparticlesystems
Cull the moon pool water surface at 200m
Mark train tunnel dwellings and loot strips as OnlyVisibleUnderground, prevents a variety of meshes from rendering when the player is on the surface
Fixed missing server cull tag on salvaged sword world model, removes a useless transform on the server
Remove PlayerInput, ItemCrafter, PlayerBlueprints and SteamInventory components from all scientists and dwellers
Add mesh culling to various prefabs with shadow boxes
Disable shadows on table lods in lighthouse
Merge from trainyard_update
Fix vitals sized incorrectly
Copy player tool will now save textures and materials to disk if the piece of clothing/held entity is skinned
Minimise (where possible) changes to item pickup notice transforms
Add global.clearugcentitiesinrange (eg. clearugcentitiesinrange 5,5,18 30)
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Resave T0 tech tree, fixes incorrect total required scrap display in tech tree dialog
Add a new SpawnableBoundsBlockers component that can be used to block spawnable objects from spawning inside their bounds
Applied this setup to trees and the prevent building volumes on ziplines so trees should no longer spawn in the path of ziplines
Merge from trainyard_update
Add global.showItemPickupNotices for debugging
Profiling
Added input.toggleads convar for toggling ADS
This will only apply when holding a gun or a melee weapon that can be thrown, right click interactions on other held entities (eg. torch) should be unaffected
ADS will be toggled off when switching between weapons or when a reload takes place
Add global.usersinrangeofplayer - identical to userinrange but uses a provided player (eg. userinrangeofplayer Jim 50)
Merge from contact_reporting (contacts screen layout update)