13,592 Commits over 2,922 Days - 0.19cph!
Don't allow empty commands
Added support for binding commands to MIDI channels, can use channel 0 to accept any channel (the old behaviour)
Only show hostile marker when within 200m of a safe zone
Merge from thirdpersonskins (bone club, bone knife and satchel charge skin fixes)
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Don't open crafting or inventory while debug camera is active
Don't show hostile note if LocalPlayer no longer exists (like in a demo)
Move the mounted UpdatePlayerModel to before modelState.FrameUpdate (fixes players switching to standing for a frame when taking damage while mounted)
Apply 70,90 third person camera fov clamp for boogie board
Reassign summer DLC skin ID's to be non-random
Fixed skin not getting applied to thrown satchel charge
Skin also gets applied when picking up a dud satchel charge
Fixed skins not applying to bone knife and club in third person
Refactor node setup process
Fixed failed node connections not saving
Setup new node flow
Can modify shortname
First pass on setting up override gibs for all construction blocks and disabling r/w where possible
Fixed spawning gibs for conditional models that aren't active
Gib preview sprites in editor UI now appear immediately
Added an UI prompt to disable r/w on meshes that are fully overriden by primitives
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Make sure prefab exists in ConditionalModel attribute setup
Re-enable auto sync transforms
Make targetprefabid an accessor with private set
Only get transform.position once during land direction check
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Remove distance stat tracking (we never used it)
Only get world velocity once
Use existing server directory method to save and load loadouts
Use existing client directory method to save and load midi binds
Return a pooled list
WaterVolume trigger is now always on so we don't have to do a Vis check to wake up any rigidbodies in the pool
Lowered upwards force amount when waking up an inflatable
Moved the wake up process to WaterInflatable
Refactored duplicated skin ownership checks into a method
Revert SocketMod_WaterDepth to prior logic and added a new optional AllowWaterVolumes that checks for any water volumes
Should be more reliable than comparing water heights
WaterVolume tests now return WaterInfo instead of just water height and depth
Added an IsInWaterVolume method
Update WakeCheck in Buoyancy to only query water system once
Pass the correct type into a the wake up Vis process on PaddlingPool to save a cast
Use the world space bounds instead of an overlap sphere when waking up inflatables at the bottom of the pool
Increase max mount distance on beach chair
Moved eye position further back on the chair
Smoothed eye position no longer uses a unparented transform
WaterVolume cleanup
Update clipping layermask on dismount check for WaterInflatable
OnDeployed is now called by the planner and added the placing player to the method parameters
Removed a redundant InvalidateNetworkCache
Use water volume contents to find boards/tubes to kill instead of Vis
Revert DLC item skipping in item generation
Print a warning if an item shortname is null or empty
Remove old head space check again
Cleanup, add some help strings to new commands