12,299 Commits over 2,557 Days - 0.20cph!
Can now voice chat while painting signs (neon and normal)
Added voice chat icons to painting dialogs (right aligned so they don't block the painting)
entity.deleteby now accepts multiple steam ids (eg. entity.deleteby
123456 654321 456789)
Can press Reload on the lock screen key to input the last entered code
Updated the tooltip to mention the shortcut
Added a button to the code lock screen to enter the last entered code (hides the code in streamer mode)
Doubled speed of fade in when using binoculars
Binoculars now start at smallest zoom level instead of maximum zoom level
Added a text search box to skin selection on repair panel and crafting menu
Fix main camera exception when opening workshop scene
Fixed dances not properly cancelling when mounting seats that don't allow gestures
Don't accept change tab input (tab) on developer tools if the developer tools aren't open
Added font auto sizing to item description in crafting menu
Camper gibs setup
Overhauled how we gib conditional objects inside of prefabs:
Instead of manually adding unique id's I've added a new IsConditional bool to the Gibbable component that adds a new stub component that isn't a PrefabAttribute. This component stores the new automatically generated id of the gib (based on a name hash) and we use it's active state to determine which gibs to spawn when an object is destroyed.
Updated conditional refresh editor button to turn on this new bool for vehicle modules.
Added new SpawnConditionalGibs helper extension to easily use this behaviour when required.
Updated both Ice walls, easter egg projectile and candy projectile with new system
Updated test scene to properly demo all conditional configs
Added size bounds to bbq
Make item description in inventory auto size to fit long item descriptions
Merge from voiceprops/dlc
Don't save fishing rod debugging convars
Added player.usecinematicavatar convar
When using gesture_play this convar will decide whether the player uses the default or the cinematic avatar
More death screen button changes
Fixed prefab id on seat
Added hand IK support to modular car seats
Camper seats provide some comfort
Slightly offset seating positions so feet don't overlap
Hide locker visuals, add two colliders running on the top of the camper to access the locker
Reposition oven based on camper layout (same technique as seats)
Added an extra pre cast check to stop fishing if the player is too far away from the edge and reeling the fish in would trigger an obstruction line snap
Fixed module sub entities not spawning properly
Camper module now updates repositions seats based on conditionals
Added a filter field to the conditionals list
Added some example configurations to Playground_vehicles
Added Playground_vehicles test map
Added new CinematicEntity that can disable various roots on itself via server convar CinematicEntity.HideObjects
More fixes, more specific error codes for when a call fails
More error and timeout handling
Initial support for NPC's calling players
Fixed several cases where the call wouldn't end when the NPC dialogue ended
Add the option to block incoming calls at the prefab level
Added actual support for long distance phone conversations with NPC's
Added decay to deployed cassette recorder
Added world model overrides to ItemDefinition based on stack size, so we can use different world models for different stack sizes
Should be arranged in descending order, so smallest stack size -> largest
Don't process depth of field if a conversation is happening via phone