12,029 Commits over 2,527 Days - 0.20cph!
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)
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
Made a Press button prefab for the train tunnel elevators and wired them up to all of the elevator floors
Use RustLayout on shop map marker cluster
Revert accidental changes to deployable elevator
S2P tunnel entrance, run some more DoPrepare
Fixes missing top elevator at tunnel entrance
Added a StaticTop field that controls whether an elevator entity is at the top (saves some raycasting)
Ran DoPrepare on elevator.static.top to fix prefab id
Move life story update into an ObjectWorkQueue
Make a new prefab variant of the lift entity (will swap the visual once on workcarts branch)
More refactoring, just place a static elevator block at every floor
Save/Load fixes
Fixed incorrect floor position at top floor
More static elevator work
Added an ElevatorStaticFloor Trigger that designates a floor
Static elevators now find all of the floor triggers beneath them and use them as floors, instead of requiring elevator blocks every 3 units
Floor triggers can be placed at arbitrary heights
Added new static variant of elevator for use in monuments - elevator.static.prefab
Requires floor information to be manually input on the prefab (IsStatic, StaticTop and StaticFloor fields)
Doesn't spawn the sub IO entity so doesn't require power, all of the elevator blocks are still IO entities so they can be hooked up to static buttons
Snap repair bench skin picker to left when going from no item to an item
Don't change the order of skins when selecting a skin, only when changing item
Added client.sortSkinsRecentlyUsed to control sorting functionality, defaults to true
Export jackhammer model mesh for workshop
Fix bandage and syringes not playing third person animations when used on other players
Move growable entity budgeted update into an ObjectWorkQueue
Use an ObjectWorkQueue to manage flame turret updates
Fix team dock index not being set properly, fixes not being able to kick players from team
Fix double shotgun grip mesh appearing and causing z fighting if the shotgun has no skin applied (only applied to viewmodels, worldmodels will still have issue)
Fix mace not being throwable if player presses throw key while the VM is in idle (transition was too long, was skipping events)
Map clusters (sleeping bags/vending machines) ignore Y difference when clustering
Fix skin picker snapping to the left any time a refresh is called (only resets to the left if the blueprint changes or a skin is selected)
Revert SetFlag change, just compare oldflags and newflags
Only send one network update a frame on MotorRowboat (could still happen 2-3 times with last change)
SetFlag now returns whether the flag was actually set
Don't send network update in FixedUpdate on MotorRowboats if no flags were actually set (should save a bunch of network updates a frame)