13,600 Commits over 2,710 Days - 0.21cph!
Rename dof field in camera state to dofState so it doesn't try and load a float into the new struct type
This will lose any pre saved dof distance in a camera state
Merge from debugcamera_dof_save
Initial work on tracking the sales of each sell order in an NPC vending machine over a 24 hour period
Merge from hackweek_crudegestures (with custom gesture wheel support)
Merge from main (many conflicts, stomped local animator changes)
Another gesture list update
Fixed changed crane colour in junkyard, S2P
First pass on a rock paper scissors gesture game
Player 1 starts the gesture and waits for someone to join by interacting with them
Both players then get a UI prompt to pick a hand
Result is communicated via toast for now as there are no animations
Bots will pick a random option after 2 seconds and print what they selected in the server log for testing
Server.cinematic is now replicated
Cinematic gestures can now be used if the server is marked cinematic, even if the player is not an admin
Added gesturecollection.ShowAdminCinematicGesturesInBindings convar
When true, cinematic gestures will appear as bindable in the gesture wheel. Doesn't change any actual usage logic for these gestures, if the player binds a cinematic gesture and then joins a server where they aren't an admin the gesture will be disabled in the wheel
Styling, fixes
RMB to clear slots
Added a reset to default button
Merge from wire_slacking/optimisations
Fix insufficient array lengths when dealing with wires > 20 points (not just a creative mode issue, some monuments like airfield have static connections with quite a few points)
Added invisible pipe option to industrial connections
Can now build building blocks of any skin/grade in free build mode
Fixed not being able to freely upgrade building blocks in prevent building volumes
Removed the hold shift to make invisible IO connections
Added a new invisible colour to the IO colour wheel when in creative mode, this feels a bit neater and allows the directional line to appear while in TC range of invisible wires
Currently supports electrical and fluid
Unlimited IO creative mode now clamps the maximum length of an IO connection to 200m
Increase the maximum number of output containers a water container to push water into (3 -> 12)
Fluid splitters and combiners can now be rotated
Merge from tutorial_map_fix
Fixed tutorial missions missing an icon on the map screen
Fixed tutorial island sometimes not being visible on the map due to map clamps
Merge from qol_industrial_conveyor_filter
First pass on a section in the options menu to customise gesture wheels
Can now set any gesture to any slot on both wheels
Initial support for an extra gesture ring, uses the next/previous system that building block skins use
Merge from snow_effects_roll_back_and_meshLOD_conversion
Fixed some incorrect tarp colours on oil rig
Fixed ceiling light not being interactable and gibs missing material
Disabled colliders on cctv desk to fix not being able to mount
Fixed some more pipes with incorrect colours on large oil rig
S2P both rigs with hlod
Fixed some containers that have changed colour on the tarp cargo ship variant
Updated the replace objects with prefab tool with a new tool that just replaces the objects selected object with the provided prefab, no string filtering
Fixed more cases of objects not being marked as IsDynamic on cargo ship, unsure how they keep slipping through
Initial boilerplate for a customisable gesture wheel
Saves the current wheel loadout into convars (eg. GestureCollection.Slot0Bind "clap")
Merge from techtree_panel_improvements
Fixed button listeners not getting cleared properly when recreating the tech tree, leading to some NRE's
Merge from snow_effects_roll_back_and_meshLOD_conversion
Fixed all cases of the kitchen_cabinet_100 and kitchen_cooker prefab getting repositioned
Affected some underwater labs, desert military bases and arctic research base
Fixed colours on static ore nodes at excavator
S2P arctic research base, seems to resolve some out of date models