13,600 Commits over 2,710 Days - 0.21cph!
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Show much scrap is in the players inventory on the tech tree UI
Show how much scrap is required to unlock the given item, including the cost of any locked items further up the tree
Add a map marker for the patrol helicopter
Resized repair info popup to be a bit less intrusive
Show a down arrow next to a team mate that is downed as well as changing the colour
Merge from demo_lerp_fix (smooths out movement of entities in demos)
Dismounting mobile objects now requires a 0.5s hold (cars,helicopter, submarines, etc)
Static mountables will still dismount immediately (chairs, sofas, etc)
Added global.quickdismount to control the behaviour, setting this to false will go back to the old behaviour
Added global.dismountHoldTime to control how long the hold takes (defaults to 0.5s)
Moved some public variables in MissionsHUD that were in CLIENT defines, fixes them getting lost every time we change Client/Server mode in the editor
Fixed some inconsistencies when picking up a sam site in the editor
Added a Defender mode to SAM sites, while in this mode SAM sites will not fire at vehicles and will only fire at MLRS rockets (Hold E to switch mode, uses old behaviour by default)
Add No Ammo, Low Ammo and Has Target outputs to the SAM site
Low ammo is triggered when less than 10 rockets remain (exposed on prefab as lowAmmoThreshold)
Added toggle to sort by last seen in the contacts menu
Show wounded teammates as orange in the Team UI
Rework repair pickup internals to keep the repair calculations server side (reverted most code changes from yesterday)
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Potentially fixed XOR switches sending a brief burst of energy during server restarts
Resave map view prefab, seems to fix death icons sitting in front of sleeping bag markers (this was weird, will need to check in build)
First pass on a popup showing what resources are missing when repairing an entity with the hammer
Fix error when viewing a viewmodel in the workshop submit screen
Team mates in close range now update their position on the map in real time
UIScale is now a client only component
Community UI is now scaled by the players UI scale setting
Fix interpolation not working correctly in demos by making the interpolator use the demo time rather than game time
Enable head look on minicopter pilot, car driver seat, kayak seat, submarine driver seat
Enable head movement on sofa seat
Converted and simplified process for allowing head movement on mountables to just use a toggle on the prefab: "allowHeadLook"
Removed behaviour that enabled the head look based on pose, the IK system will now only use the new toggle
Removed overrides on ModularCarSeat
Converted all existing prefabs to get identical behaviour
Add teleport2autheditem command that teleports the player to a random item authed to the given player (similar to teleport2owneditem)
Works with Tool Cupboards, Code Locks and AutoTurrets
Added global.breakclothing for testing, breaks all clothing equipped by the player
Added support for a sfx to play when an item of clothing is broken
Uses a default sfx path defined in Item.condition.cs but also supports being overridden per item via the breakEffect field on ItemModWearable
Added virtual Admin_Who method to BaseEntity to modify the output of the "ent who" command per entity
Using "ent who" on a sleeping bag now prints out the name and id of the player assigned to it
Using "ent who" on a camper module will print out these details for all of the attached bags
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Fixed spectator error when some weapons are admired
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Fix code lock UI appearing in a demo when a player attempts to enter a code
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