13,105 Commits over 2,831 Days - 0.19cph!
Subtract
77636, wrong branch
Increased sprite size to better show videos
Added scientist emoji
First pass on video file emoji support
Make an emoji scriptable asset class for easier setup
Don't show the fuel row on the electric furance loot panel
Update electric furnace description
If an electrical furnace loses power while on it will now automatically turn back on when it receives power again
Fixed concrete/lumberjack pickaxe and hatchet materials
Adjust IO positions on conveyor to make passthrough more obvious
Fix exception when loading into a server with pipes
Fix warning spam when using wrench
Fixed missing mips on new item icons
Fixed missing electrical category icon on item filter dialog
Fixed animator trigger name on wrench
Added global.disableBagDropping that disables the backpacks that are dropped after a corpse times out (for cinematics)
Added some extra dismount points to the zipline to try and prevent cases where the player is killed when the zipline clips the terrain
Adjusted the behaviour when a zipline reaches the end of the line to properly place the player in a valid position, seems to fix the player dying during the dismount checks when landing on a powerline platform
Fix weapon attachment active state not being respected when entering/exiting a portal
Fixed mace skinned as baseball bat displaying an incorrect price to research at the research table
Server.respawnWithLoadout is now a bool, when set to true it will look for the client info string "client.RespawnLoadout" and assign that loadout to the player on respawn
This way different players can have different loadouts rather than everyone on the server having the same loadout
Added Server.respawnWithLoadout (When a player respawns give them this loadout - created with inventory.saveloadout)
Added Server.respawnAtDeathPosition (If a player presses the respawn button, respawn at their death location)
Both for trailer filming
Show a warning if line points are too close while using the industrial tool (the pipe mesh looks weird in those situations)
Removed condition and increased stack size to 5 for new industrial entities (except for electrical furnace)
Fix NRE when deleting corpses with gingerbread cinematic mode on
Moved cinematicGingerbreadCorpses to the global section and made it client + server
When set on both will also emulate the particle fx of the gingerbread npc's
Added server.cinematicGingerbreadCorpses convar, when enabled a player wearing a gingerbread suit will gib like the NPC's (for trailer purposes)
This will prevent any items being transferred to the corpse, so shouldn't be enabled for regular gameplay
Use gingerbread fx instead of blood (still trying to fix decals)
Adjusted some socket positions for the storage adaptor now that we have final art
Add SkeletonSkinLOD for male and female gingerbread variants
Added a useEmptyAmmoState toggle to projectile weapons (under the viewmodel section)
Will enable layer 1 on the viewmodel animator whenever the weapon has no rounds in the magazine
Will trigger either "ammo_true" or "ammo_false" parameters immediately before reloading to play an appropriate situational reload animation
Layer 1 is disabled while the reload takes palce (and will always be disabled after the reload because the magazine now has rounds)
Enabled on P17, SAP and M92
Don't show corpse flies on gingerbread gibs
Fixed several UI display issues for category filtering
Performance improvements
Fixed some cases where memory leaks could occur
Combiner and pipe tool prefab setup
Triangle allocation fixes
Generate the pipe meshes in a threaded job (non-burst unfortunately)
Combiner prefab setup
Move pipe rendering into a child prefab for easier updates across all colour prefabs
Remove multi sub mesh support, everything is using the same material now
Increase pipe subdivisions to 12 (was 9) to fix some UV issues
Add uv support for pipe brackets
Mirror UV's
Update localized death name for gingerbread man (just needs an icon)
Merge from xmas_2022 (may have compile issues, will fix)