12,618 Commits over 2,284 Days - 0.23cph!
    
    
    
        
            
            
            
                
                Fixed top floor door behaving inconsistently on static elevators (ElevatorAtFloor wasn't working correctly at the top)
                
                
                
                
             
         
        
            
            
            
                
                Buttons in elevator shafts now read "Call Elevator" when interacting
Fixed elevator doors not opening if you called an elevator from the floor it's currently on
S2P entrance monument
                
                
                
                
             
         
        
            
            
            
                
                Comment out DDraw in TrainEngine.Server
Server/Editor only OnDrawGizmosSelected in AIMovePoint
                
                
                
                
             
         
        
            
            
            
                
                Elevators will no longer move if you go up or down a floor and you're at the top or bottom of the shaft
Fixes screen shake bounce happening when the elevator hasn't moved
                
                
                
                
             
         
        
        
            
            
            
                
                Improved gib positioning for conditional models on building blocks (particularly stone foundation)
                
                
                
                
             
         
        
            
            
            
                
                Fixed location of npc blocking slot machine
                
                
                
                
             
         
        
            
            
            
                
                Add rottingflies.hide admin convar to disable flies pfx
                
                
                
                
             
         
        
            
            
            
                
                Fixed duplicate gibs on workbench tier 1 and 2
                
                
                
                
             
         
        
            
            
            
                
                Static elevators now default to the go to top/bottom option (can still go floor by floor by opening the full interact menu)
Fixed go to top/bottom using the same description phrases as the single floor option
                
                
                
                
             
         
        
            
            
            
                
                Fix incorrect gib offset calculation on entities with multiple gibbable components on child objects that are moved/rotated
                
                
                
                
             
         
        
            
            
            
                
                Trying out some more ways to bypass hold/deploy animations
                
                
                
                
             
         
        
            
            
            
                
                Added three slot machines to bandit town
                
                
                
                
             
         
        
        
            
            
            
                
                Fix not logging scrap spent on failed spins
Pulse emission material after a win
                
                
                
                
             
         
        
            
            
            
                
                Adjust sprite material on payout widgets to change intensity based on time of day, they were getting way too shiny when lit by light sources at night
                
                
                
                
             
         
        
        
            
            
            
                
                Hook up new jackpot particle effect
Spawn particle effect parented to slot machine so it gets aligned properly
                
                
                
                
             
         
        
            
            
            
                
                Disable server side gameobject enabling/disabling every frame on hot air balloons 
Refactor floating junkpiles to not run buoyancy if no players are nearby (player check is run in object queue so should scale appropriately)
Remove some allocations in ObjectWorkQueue
                
                
                
                
             
         
        
            
            
            
                
                Remove gibbable component (static elevator lift is immortal)
Cleaned up some colliders and fixed physics surface
                
                
                
                
             
         
        
            
            
            
                
                Fixed jittering when travelling down in the static elevator
                
                
                
                
             
         
        
            
            
            
                
                Remove a redundant IsInvoking check
                
                
                
                
             
         
        
        
        
            
            
            
                
                More foot ik work: 
Remove new trigger added this morning 
Fixed foot placement IK ray mask hitting incorrect vehicle layers 
IK position is now stored in local space so it's smoother when going up and down in elevators (no prefab changes required) 
This also fixes crouch foot dithering in while standing on vehicles and should improve IK stability in scrap transport heli's and modular car trays
                
                
                
                
             
         
        
            
            
            
                
                Fixed hand IK grip targets in workcart cabin
                
                
                
                
             
         
        
            
            
            
                
                Add foot IK trigger to workcarts
                
                
                
                
             
         
        
            
            
            
                
                Fix foot ik changes not applying while parented (whoops)
                
                
                
                
             
         
        
            
            
            
                
                Fixed case where inaccurate spins remaining would display in slots UI
                
                
                
                
             
         
        
            
            
            
                
                Added a new foot IK anchor trigger that locks the foot IK to a specific transform and updates every frame
While standing in this trigger we can use the anchor's transform instead of physics raycasts so it should actually increase performance
Added the new trigger to the static elevator lift
                
                
                
                
             
         
        
            
            
            
                
                Setup assets for more existing gestures
Holster the current weapon when starting a gesture and deploy that weapon at the end of the gesture
Added support for specifying the layer of a gesture
Fixed up some misconfigured animations on the player animator
                
                
                
                
             
         
        
            
            
            
                
                Fixed not being able to spin on slot machine if it had scrap in it before the client connected
                
                
                
                
             
         
        
            
            
            
                
                Fixed spins not animating if player dismounts while spin in process
Fixed reel positions in the wrong visual location when loading on the client
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed shading of item icons on slot machine UI
                
                
                
                
             
         
        
            
            
            
                
                Fixed being able to open scrap storage on neighbouring slot machines
                
                
                
                
             
         
        
            
            
            
                
                Raised dismount points slightly so they're not blocked by ground
                
                
                
                
             
         
        
        
            
            
            
                
                Icons, fixed NRE's when using a gesture with nothing equipped
                
                
                
                
             
         
        
            
            
            
                
                Moved the door manipulator on one of the stairwells
                
                
                
                
             
         
        
            
            
            
                
                Increased elevator speed per metre (1.5 -> 2.5)
                
                
                
                
             
         
        
            
            
            
                
                Cherry picked most of the code from the old gesture_menu branch (the merge looked tricky)
Moved the gesture configs into a scriptable object
Implemented deploying a new viewmodel specifically for gestures and quickly lowering the currently active viewmodel out of view to display the gesture
                
                
                
                
             
         
        
            
            
            
                
                Revert unintended craggy change
                
                
                
                
             
         
        
            
            
            
                
                Added an electrical output to the static elevator that outputs power for 10 seconds when the lift arrives at that floor
Hooked up hidden door manipulators to each of the elevator doors that are triggered by the above
                
                
                
                
             
         
        
            
            
            
                
                Replaced all of the elevator buttons
                
                
                
                
             
         
        
            
            
            
                
                Merge from workcart/button (stomped button placement, will need to reapply)
                
                
                
                
             
         
        
            
            
            
                
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                Remove accidental throw in ServerMgr
Invoke the boat flag change and remove the per frame check so the latest flags are always set
Don't use a local boolean when adding to queues, just rely on the builtin contains check