13,600 Commits over 2,710 Days - 0.21cph!
Fixed the find scrap tutorial step not working if player finds the hidden crate first
Don't show the minigun backpack model if the player has anything equipped in the backpack slot
Add viewmodel camera animation component to minigun viewmodel
Zeroed out the camera transform so it's at 0,0,0 pos/rot
Added WearableWhileEquipped property to HeldEntity, allows us to add a piece of clothing onto the character whenever the player deploys that entity
Merge from minigun_2024/viewmodel_camera_anim (support for modifying camera pos/rot via a dedicated animated bone on the viewmodel)
Cherrypick
91693,
91692,
91667 from viewmodel_camera_anim (skips the changeset with LR anim changes, out of scope for this month)
Fixed containers not getting properly parented to cargo ship after a server reboot if the server was shut down while the cranes were working
Reserialize every material in the project (1527 changed materials)
Fix progress bar not working
Move skinnable asset into root Tool Cupboard directory and fixed prefab name
Make BindRendererBouds component IClientComponent to fix asset warmup issues in server prefabs
Updated construction guide mesh
Fixed not being able to convert a retro TC to a vanilla TC with spray can (make it's repair target the retro TC item def so that spray can understands the relationship)
Fix spray can not copying over authorized players when switching between redirect TC skins
Merge from harbor_tweaks_4_cargoship
Adjusted resting position of container pickup cranes so the arm rests at around 40 degrees, should make it easier to climb when not moving containers
S2p both harbors
Fixed rotation on hanging ladder on rotating crane
Merge from harbor_tweaks_4_cargoship
Fixed cargo ship not finding nearby cranes if more than one harbor was in the world at a time
Put a heap of debug logs in case this still doesn't fix the issue
Fix swing bridge moving on the Y slightly when it opens and closes at harbor_1
Merge from harbor_tweaks_4_cargoship
Enable r/w on swing bridge collision meshes
Another tugboat spawn change for harbor_2
Moved tugboat spawns in both harbors to the other side of the island
Shrink container spawn check slightly
Merge from harbor_tweaks_4_cargoship
Adjusted cargo dock position in harbor_2
Removed all RendererBatch components from the container dressing
Marked all MeshCull scripts in the dressing as dynamic
Don't spawn containers if an entity is blocking the spawn point (includes players, vehicles and deployables)
Other slots should pick up the slack and get more spawns but if all slots are occupied no containers will spawn a ship docks
Clear any existing cargo containers on a ship when docking process begins
Adjusted cargo ship docking position at harbor_1 so that the swing bridge can close
Fixed the second static crane not swinging out of the way when the ship departs
Fixed spawn.cargoshipdockingtest not working if more than one harbor is in the world
Make cargo ship door LODs dynamic
Add a climbable net to the static cranes if the Reserved1 flag is set to true
Enabled on the shore side crane
S2P harbor_1
Merge from harbor_tweaks_4_cargoship
Moved a container spawn point to the other side of the road in harbor_2 so the move won't require the crane to clip through the cargo bridge (hopefully)
Full S2P of both harbors with HLOD
Use the highest point out of all of the spawn points as the "ceiling" of a set of container moves - fixes containers clipping through other containers on the cargo ship during movement when being placed lower than the top layer of containers.
Fix containers getting spawned too high if a cargo ship docked at the same port multiple times while a server was up
Add a crush trigger to the bottom of the harbor containers when descending
Fixed a case where harbor cranes would spawn and have slightly different arm angles between client and server, leading to flyhack kicks due to differing collider positions
Adjusted container crane movement so that the ship mast doesn't clip with the hanging container
spawn.cargoshipdockingtest no longer needs a parameter if only one harbor is present on the map
Fixed bridge spawn curves on both harbors by implementing a new UseToggleMode option on the proximity manager
When this new mode is enabled you can use a constant curve mode and the entity will move over time to match the desired point, this allows the bridge to continue to move even when the cargo ship has come to a rest
Fixed swing bridge not marked dynamic LOD
Fixed new cranes missing metal bullet impact fx
Fixed misaligned harbor drop points
Fixed swing bridge not swinging on harbor_1
Fixed ramps on both sides of the swing bridge swinging with the bridge
S2P both harbors
Added a collider to the arm piece that grabs containers on the crane
Fix container dressing prop LODs not marked as dynamic
Merge from harbor_tweaks_4_cargoship