13,600 Commits over 2,710 Days - 0.21cph!
Merge from cui_scrollablecontainers_54
Fixed typo in horizontal scrollbar json read
Set use physical keys back to off, was possibly enabled as part of the 2022 upgrade
Isolate EffectParent changes to the flamethrowers via a new separatedEffect field, should only be used if animators are causing interference
Fixed flamethrower vms getting strangely offset particle effect spawn positions
Not entirely sure how but they seemed to be getting affected by the parent animator in a negative way, so they now live in a separate hierarchy and I've updated the EffectParent script to handle this situation
Fixed water bucket VM fluid sim not working with viewmodel camera
Also did some general cleanup of the fluid sim script
Recache viewmodel renderers on molotov
Merge from main (needed for S2P)
Remove kinematic rigidbody from client side cotnainer pickup crane, seems to fix strange mobility issues on stair ramps
Also cleaned up the prefab a bit to clear out a bunch of unused transforms on the server
Will need a S2P on both harbors once merged to main
Cherry pick
96364 as there were other changes on that branch that aren't ready for main
Fixed the timer box staying active when a mission doesn't have a timer
Fix Socket_Specific_Female not getting parented to the target entity if parentToBone is false, fixes storage adaptors not getting parented properly and preventing industrial setups from working
Fixed EffectParentToWeaponBone leaving orphaned particle effects in the world after the player changes weapon
Fix loot crates on the cargo ship getting picked up by the building check and being destroyed immediately on spawning (didn't affect code locked crates)
Cargo ship will no longer destroy entities parented to it as part of the building check
Merge from cargo_double_dock
Fixed misconfigured viewmodel renderers on:
Cake
Flashlight
Beancan grenade
Molotov cocktail
Water bucket
Fixed both flamethrowers not being correctly marked as using the viewmodel renderer
Update FlameJet component so that it works in viewmodel renderers, just need to tick external update on the component and the parent EffectParent will handle updating it in the correct world space
Fixed gmod toolgun beam not using the right viewmodel space
Add legacy crane colliders (crane_tower_a_COL and crane_base_a_COL) from
60177 as new assets (junkyard_crane_base_a_COL and junkyard_crane_tower_a_COL) and apply them to the junkyard_crane_a asset
Fixed promote button not working if player wasn't looking at the player they were promoting (now uses new promote_id convar)
Hide the bullet in the magazine if the player has one bullet loaded
Conversation screen styling updates
S2P bandit town, fixes missing misison marker
Remove mission/vending icon resizing due to proximity and just make a new toggle for showing missions
Fixed animator hasAmmo param not getting populated
Merge from gate_serialisation_fix
Stomp gates.external.high.stone and gates.external.high.wood with the versions from
96185 and manually apply the change from
96208
Merge from external_holdtobuild
Add ability to promote a team member to leader via the team UI in the inventory (click player, select kick or promote)
Remove promote to leader popup when looking at another player
Merge from child branch (don't know how that happened)
Add holdToPlaceDuration option to construction, allows us to make an object take x seconds of holding the button to build
While holding the build button the player has to remain still, any movement will cancel the build (rotating is ok)
Shows a progress bar while in process
Added two tips to contextually explain what's happening when the player tries to move or taps the button to build
Enabled for 3 seconds on all external gates and walls
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Cargo ship now docks at both harbors
Cargo ship no longer decides it's target harbor on spawn, every time it hits a patrol waypoint it checks if that waypoint is a harbor approach point for a harbor it hasn't visited yet
Egress time is now only started once all docking is complete, takes the lifetime of the cargo ship into account with a minimum two minute buffer after docking is completed (eg. event time is set to 10 minutes but it take 12 minutes to travel and dock at both harbors - ship will patrol for an additional 2 minutes after leaving the harbor before starting it's egress)
Lots of refactors, rolled a bunch of lists into a single list with a new HarborInfo containing all the relevant information
WIP making cargo dock at both harbors
Adjust tax UI display
Round up when calculating tax rates (eg. 125 cost, 10% tax = 13 extra scrap)
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Add a tax rate system to the tech tree, adds an additional scrap cost to each purchase on the tech tree
Tax rate is assigned by workbench level, defaults are:
Tier 1 = 0% tax
Tier 2 = 10% tax
Tier 3 = 20% tax
Tax rates are configurable via server.workbench1TaxRate, etc (clamped between 0 and 100%)
Tax rates are displayed on the purchase button on the tech tree
This tax is exclusive to the workbench, research table costs are unchanged
Moved ScrapForResearch from ResearchTable.cs to Workbench.cs as it was only used for work benches
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