12,147 Commits over 2,557 Days - 0.20cph!
First pass on a system to record camera movements and properties to while playing a demo, then playing them back in sync with the demo on subsequent plays
Saves to an .anim file so it can be integrated with editor workflows
Remove workbench rotate option
Increase brightness of map view on death screen
Made a custom fuse loot panel for fuse boxes (will need S2P to take effect)
Set loot panel title when looting horse corpses
Hooked up title field on large wood box loot panel so the entity name gets updated dynamically (will need some testing)
Add PrefabInformation component to large wood box so it can update the loot panel
Fixed combat knife not showing skins in third person
Fixed map markers visually "popping" frequently by only updating the relevant UI marker when the marker receives a network update (instead of updating every UI marker)
Fix client exceptions when looking at non electric/fluid entities while holding the wire tool (roller doors at power plant)
Require hammer to pickup beach towel
Increased interaction radius on elevator lift buttons
Add unity recorder and director package
Update elevator shaft IO socket position, update use distance on lift
Disable inherit velocity on torch smoke particles, seems to be causing the strange smoke movement
Fixed being able place some wall mounted entities on the walls of the elevator
Fix engine stats not appearing when inspecting an engine on a car
Merge from pushbuttonburst
Return passthrough even if unpowered (behaviour is unchanged)
Merge from elevator_block
Fixed non-normal textures not being able to export from the workshop UI
Added an editor button to update the read only socket name if it needs updating
Sort displayed cameras alphabetically
Show a list of cameras in the Editor Window with a toggle and solo option
Added a trigger to the bottom of the lift that repositions ragdolls on top of the lift if it detects a ragdoll beneath it
Increased drag (0.05 -> 0.1) and lowered paddle force (1 -> 0.7) when there are two players mounted to a kayak
The hurt volume on the bottom of the elevator lift will now also hurt AI's (including horses)
Increased damage dealt by the hurt volume
Add another prevent building volume to block deployable placement on elevator floor (but not block upgrades)
Don't set the block that called for an elevator as busy (no longer needed now that we don't have built in buttons)
Merge from elevator_block
Merge from elevator_block
The Push Button will now send a small burst of electricity when pressed, even if it has no input
Some cinematic commands for managing multiple cameras:
debug.listcameras lists every camera
debug.setdisplay modifies the target display of a given camera
debug.solocam enables the given camera and turns off all others (except the gameplay camera)
Added a screenshake when the elevator arrives at a floor
Horses now parent to elevators
Added an extra PreventMovement volume that activates when the lift is idle to assist them getting on/off at floors (stepping over the small gap)
Increased elevator health (250 -> 600)
Disable the bottom prevent building volume on the bottom floor of the elevator to ensure the foundation/floor can be upgraded
Increased elevator speed (time per floor 3s -> 2s)
Moved elevator to electrical category
Added a menu option to go to the top or bottom of an elevator shaft when looking at the up/down buttons
Fixed incorrect rotation check in elevator socket