12,450 Commits over 2,284 Days - 0.23cph!
Show a colour in the Preset select editor
Move the shield to the back while reloading a projectile weapon
Recache the viewmodel renderers
Added a deploy delay so the player can't block immediately while the deploy anim is playing
Added melee and ranged shield impact slots to player model and viewmodel animators
Can no longer sprint while blocking with a shield
Fixed blocking flag not being applied on server
Added ShieldBlocking state to hands layer (inside Idle_StateMachine)
Fixed hotbar 1-3 inputs not working while the RPS gesture isn't active
Log cleanup
Merge from corrupt_prefab_handling
Added "Tools/Find/Corrupt prefabs" to easily catch merge issues, scans entire project for prefabs that haven't been imported correctly
Takes about 5s to scan whole project
Catches kayak issue from earlier in the week and another UI prefab issue
Try/catch LifeInfographics method that iterates over every entity in the project so it can gracefully handle corrupt prefabs (and print out the name of the corrupt prefab)
Fixed gesture system spamming warnings while on tutorial island
Took the chance to clean up a bunch of client side logs when setting up the tutorial island renderer
Remove the WaterVisibilityTrigger from MineDungeon, possibly causing missing water when exiting the halloween dungeons
Show the current shield health with the health/hunger/vitals
Move the player vitals into a FlexLayout, remove a bunch of hardcoded layout code as a result
Also filter out murderers, scarecrows and zombies on the tutorial island
Don't allow halloween/xmas dungeons to spawn on the tutorial island
Fixed shields not getting properly initialised when using spawn.shielddummy command
Added a damage mitigation factor to all shields, shields will absorb this percentage of damage and then pass the rest of the damage onto the player.
This is applied after the Protection properties are applied, so we can still vary how different shield materials affect damage
Split scarecrow and murderers into different prefabs to properly support the death screen and head bag systems
Updated Scarecrow.Population and the halloween tunnel prefabs to add in the new prefab (weighted 75/25 scarecrow/murderer to match the previous behaviour)
Setup reinforced wooden shield prefab
Add melee attack state on 3rd person animator
Added admire to viewmodel animator
Added override controllers for each shield viewmodel
Hook up deploy on 3rd person shield layer
WIP support for storing which NPC clothing loadout was active on a corpse, to support more accurate head bags and death screens when killing NPC's that change appearance via loadout (notably arctic scientists and scarecrows/murderers)
Fixed viewmodel renderers on non metal shields
Disable shield collider while the shield is on the players back
HLOD now immediately resolves when the player finishes loading
Show the loading screen before teleporting the player rather than after, should fix players seeing the halloween/xmas dungeon as it loads in
Fixed join gesture getting left on the screen when cancelling rps
Can now collect Scarecrow heads with skinning knife
Replaced radiation removal tea with the anti rad tea in the food cache loot table
Store the user ID of the player who last edited the VM name (needs a protobuf gen to persist through save/load)
Don't show NPC vending machine names
Fixed some duplicate arms