13,600 Commits over 2,710 Days - 0.21cph!
Hook up win and lose animations
Merge from community_improvedcountdowns
More changes, thanks Plastic
Reapplied changes, added TimerFormat setting
adds the ability to format the number as a timer with various presets
Re-Applied JSON API changes
Oops.yaml
Ensure Unique Names for unnamed panels
if panels are expected to be found by name then the name should be unique by default, the Countdown component requires this because it now re-uses the DestroyPanel function from the main class, but other branches like the animation branch benefit from this aswell
Upload Countdown Test example
Added Reset method
just resets the Update Invoke
Call Reset if the Interval gets updated
Update Missing sprites
Merge branch 'Facepunch:master' into CountdownImprovements
Fix Invoke post Client hashing
switch to using InvokeHandler based Invokes to avoid FP's client hashing from breaking text invokes, its possible nameof could have worked but i dont know enough about their build step to confirm that
Move example json to test folder
Undo invoke change & fix spacing
undo invoke changes as there is a fix for string based invokes
Merge changes
Removed the new GUID for every unnamed component - this broke our internal community UI test and would have likely posed issues for general back compatibility
Some minor formatting changes
Thanks for the PR!
Merge pull request #56 from Kulltero/CountdownImprovements
Countdown improvements
Implement PR #56 for community UI - countdown component improvements
Minor changes made to PR for improved backwards compatibility and formatting
Also improved the Load Custom UI editor button to automatically open the tests folder
Fixed misconfigured roll bones on player model
Adjusted aim spine v2 settings on lr300
Adjusted spine look at weights on player model for less leaning, rely more on the head for movement
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Merge from fishing_full_inv_fix
Fixed fishing tackle mission soft locking if the player has a full inventory when they try and return it (do the inventory full check before we clear the required mission items)
Player model cleanup
Added a blocking state to the 3rd person animator
Added spawn.shielddummy command that spawns a bot with a shield equipped for testing
First pass on damage logic
Shields can take hits and the hits are absorbed by the items condition
Shields can have different ProtectionProperties like a BaseCombatEntity
Shields can take hits when mounted on the back and abosrb the damage like they were held
Broken shields won't appear at all
Converted the isGestureViewmodel field on viewmodel into a new viewmodel type variable, also has a shield type
Fixes bullet casings ejecting from the players camera while a shield is equipped as well as some clothing issues
Temp model
Added a new shield hands layer to the 3p animator that only masks the left arm, just has an idle for now
Hold RMB to block with the shield (only visible in first person right now)
Cannot attack while blocking
Hide the left arm of viewmodels when a shield is active (rotated off screen)
Hide the viewmodel shield while reloading weapons
Made a simple shield viewmodel, seems to just work as expected as the shield entity is getting the correct OnDeploy/OnHolster client events
Added a shields inventory loadout for testing
Can now use M92 with shields
Can no longer ADS while a shield is equipped
Fix parenting issues
Don't allow throwing melee weapons while a shield is equipped
Initial implementation work
Created placeholder item and entity
Item goes in backpack slot and will be automatically equipped when a valid held entity is equipped (enabled on salvaged sword for now)
Adjust position of industrial adaptor and lock slots slightly to better fit the model
Adjusted LOD levels to match vanilla TC
Increased the default npc vending machine IntervalHours to 5 in-game days
This means that prices will adjust themselves every 5 in game days, used to be 4 times a day
This should result in more stable prices and smooth out the sharp drop off of prices a week into a monthly wipe
Simplify TwistCorrectionComponent
Ported the two bone IK component into our framework
Updated the twist scene with a more representative example of bone shearing
Made an example scene for the twist component
Fixed the TwistCorrectionComponent resetting it's initial rotation offset value every time the component is updated, preventing it from working at all
Gibs, more closely match icon
Set up skin, rebuild deployable prefab to keep consistency with base TC
Added a timeout and make sure the UI is layered properly in the HUD
Add some fallbacks if a player dies, walks too far away, is wounded, etc mid game
Converted the RPS gesture UI into a non blocking UI
Added UI support for draws
Refactor RPS into a more generic gesture interaction system, WIP
Remove the ridiculous invoke handling system for fading in/out gesture layers, was responsible for a bunch of bugs with the handcuffs
Now uses a single simple update method called every frame, much easier to debug and understand
Update the default gesture bindings for surrender
Merge from midi_unsubscribe
Unsubscribe from the midi inputs when MidiConvar.Enabled is set to false, should allow another instance of the client to register to the events
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