12,632 Commits over 2,315 Days - 0.23cph!
    
    
    
        
            
            
            
                
                Disable write defaults on shield idle
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed NotImplementedException on the client when a ragdoll collides with something
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed jittery movement when noclipping
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▆▇▄ ▇▇▉▄▅▄▊▇ █▍▊ ▍▌▍ ▌█▊▅▍ ▋▇ ▋▆▌▇▇▋▊ ▆▋▅ ▌▄▌▊▉▊▉ ▆▆▅█▋▆▊█ ▋▌▆▉▌▌
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from magnetcrane_deathscreen
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added forceDisableTurntableInItemStore option to steam inventory items, allows us to disable the 3d render in the item store if there is an issue (better approach than just hardcoding ids to check)
Enabled on advanced xmas lights
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added a prevent building volume to mine_tnl_entrance_xmas, fixes small space where building was possible in xmas tunnel entrance
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed shield resetting to idle briefly in 3rd person when getting shot/hit
 
                
                
                
                
                
             
         
        
            
            
            
                
                Improved projectile hit handling for shields
Due to the thickness of the player capsule on the server the player often fully encompasses the shield collider, leading to the shield missing shots that it should be blocking because the shot hits the player first
Server fired and player fired projectiles now do an additional check when damaging players to see if the shield should block the hit by checking the racyast against the equipped shield
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed melee vm hit block animations not playing
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from delete_entity_by_id
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from fishtrap_restart
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from clearUGCByPlayer_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from version_auto_printout
 
                
                
                
                
                
             
         
        
            
            
            
                
                Run the version command on client startup
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from bag_pickup_auth
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed bag interactions when in auth
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added snap sockets for the triangle planters to the triangle foundation and triangle floor piece
 
                
                
                
                
                
             
         
        
            
            
            
                
                WIP system to track food spoilage
Operates via new ItemModFoodSpoiling that stores a countdown in real time for how long an item remains unspoilt
Added a new getSpoilMultiplier callback to ItemContainer that can modify the rate food spoils when items are contained within it, powered fridges reduce the rate by 90%
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fridge is now an IO entity, requires 5 power
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed a rounding issue when receiving scrap from trades with dynamic pricing applied
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from scrap_exchange_dynamic_pricing
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from root_label_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from ice_sculptures
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                More adjustments, can now accept either a player ID or player name
 
                
                
                
                
                
             
         
        
            
            
            
                
                Adjusted clearUGCByPlayer convar to not require the player to be online
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Removed a WaterVisibilityTrigger from the root xmas dungeon prefab
 
                
                
                
                
                
             
         
        
            
            
            
                
                Move AnimationUtil to an editor only namespace
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from primitive/prop_offset
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Applied to high caliber revolver as well
 
                
                
                
                
                
             
         
        
            
            
            
                
                Cleanup, moved most logic into a new Facepunch.Utility.AnimationUtil class (GetClipFromFBX, GetLocalPositionFromClip, GetLocalRotationFromClip)
 
                
                
                
                
                
             
         
        
            
            
            
                
                More progress, created a process to extract a generic animation curve from a humanoid animation to sample at any given point at edit time
Involves duplicating the asset, converting it, sampling it and then deleting it so it's not fast, but at least it works and we shouldn't need to do this on many entities
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed fish traps not working after a server restart if they were loaded with bait before the server saves
 
                
                
                
                
                
             
         
        
            
            
            
                
                Remove disabled boombox model in car radio store preview prefab
Manifest rebuild
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed car radio not saving it's current radio station through a server restart or when reocnnecting to a server
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                WIP support for adjusting r_prop bone on the hands layer shield blocking state, values need to be cached per affected weapon via the new ShieldHeldEntityOffset component
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed a rotation calculation that was in world space instead of local space when assigning the initial node hotspot after the first hit
Should fix the node hotspot sometimes jumping to the other side of the node on the second hit
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed incorrect hit sfx on all ores and wood piles
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added deleteEntityById convar
Takes all ids provided so multiple entities can be deleted at once (eg. deleteEntityById 1143 1144 1145)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Show all asset types if no search input is provided
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added a new Create Asset tool that has a search function, should be much easier to create new custom asset types compared to browsing through the massive context menu
 
                
                
                
                
                
             
         
        
            
            
            
                
                Adjust the gesture pack store page column layout to better fit the screen when UI scale is low
 
                
                
                
                
                
             
         
        
            
            
            
                
                Adjust skin ids to fix conflict with ice sculpture
 
                
                
                
                
                
             
         
        
            
            
            
                
                Show the crosshair when looking at a reskinnable entity