13,600 Commits over 2,710 Days - 0.21cph!
Fixed spraycan not reassigning the owner id of entities when reskinning to a redirect skin
Merge from tutorial_island
Show a ping for the campfire and furnace mission step
Replace the metal frags step with a requirement to produce 10 frags, rather than have 100 in your inventory
Fixed tutorial loot barrel throwing r/w gib errors
Add more crafting propmts to help text (low grade and hammer)
Add a sprinting help popup
Reduce crafting times by 75% while in tutorial
Split tutorial help prompt triggers out into standalone gameobjects per trigger, loading multiple onto the same trigger volume seems unreliable
Added ability for deploy objectives to look up using item defs instead of just BaseEntity (still need to support BaseEntity due to building blocks)
TutorialBuildTargets can now detect redirect skins
Make initial crafting objective use proper item names eg. "Stone Pickaxe" rather than just "pickaxe"
Update dialogue for NPC in build base convo to more accurately reflect where the base is now
Update soft side help text to mention x shaped structure
Capitalise bandage on kill the bear mission
▅▉▌▆▉ ▅▆▆▆█▇█ ▉▊▌▍▊▆▉▍▄▇▅ ▅▋█▊▊▇▅▅▋▄ ▇█ ▆▌▋▋▅▉▍ ▉ ▇▇▌ ▅ (▆▄▅▊▆/▍▍▋▋█)
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▉▉▍▋▇▄▅ ▋▇▌▅▍ ▋▍▍▉ ▊▍▇ ▆▅▊▍▋▄▍▊ ▇█ ▉▊▍▅▅▄▍_▄▍▉_▅ ▅▄▉▉▊▋▌▅▇▅ (▌▅▌ █▇▌▉▅▋█ ▇▌ ▇▌▆▆ ▋▊▍▍█▋▇▅▄ ▅▄▇▅▆▅█▍▆)
▍▆▆▉▍ ▅▋▆▆▉ █▆▄█ ▆▍ ▆▇▇▌▄█ ▋▇▍▆▋ ▋▅ ▊▆▊ ▋▅▊▍▆ ▆▇▊█▋▄█ ▅▌█ (▅▆▄▋▊▅ ▆▅▉'█ ▌▊▊ ▇▍▅▉▆▋█▍▋▆ ▊▍▍▋█▆█ ▆▆▄▌▊█ ▅▍▉▉▉▍ ▅██▊▋▆█▊█▅▇, ██▇▍▇▋ ▋█▌▌ ▅▅ ▉▉▌ ▋▉▍▊▊ ▆▍▄▊)
Fixed bardoors loading in the incorrect location, sometimes when entering network range on the client and sometimes when loading a save on the server
Show paddle tutorial prompt the whole time the player is in the kayak
Some more placeholder cinematic stuff
Merge from tutorial_island
Realign cinematic entity in protobuf so it doesn't collide with metal detector
Merge from texture-memory-review2
Protobuf, reapply planner changes, manifest
Added a ShouldSuppressLeftHandScreenShake option to new ViewmodelCameraAnimation component, disables the automatic left hand screen shake applied during reloads
Rework into a standalone component ViewmodelCameraAnimation
Applied to paddle viewmodel for testing
Added a cameraModifyBone field to the viewmodel, when a transform is assigned to this its rotation will be added additively to the final camera position
Eg. if this bone is rotated 2 degrees on the x and raised 0.1m the camera will do the same
Could be used for authored camera animations on viewmodels since the bone could be assigned to a helper bone in the animated hierarchy
The bone needs to start at a neutral pos/rot (0,0,0 on both)
Player will now look at a designated point during the tutorial cinematic (see postRotationLook and postRotationLook in PlayerEyes)
Removed all unused tutorial videos
Remove descriptions from tutorial missions, they're not used
Player clothing is now rechecked for changes when a demo is scrubbed, fixes cases where scrubbing past clothing changes woudl result in the player not having the correct clothing equipped visually
Added an extra blocker above the tutorial island to stop missiles or flying vehicles
Merge from tutorial_island (merged all shader changes keeping changes from tutorial_island, since they should be the most up to date)
Fixed some rotation and parenting issues
Fixed teleport2marker command not working when called from a keybind
Passing teleport2marker a -1 argument will now teleport to the last placed marker
First pass on a simple entity copy+paste system for QA and media purposes
debug.CopyEntitiesInRange takes a name and radius, will copy all entities in the radius using the players position as the reference point
debug.PasteEntities takes a name and will paste the target entities, using the plaeyrs current position as the origin
IO entities that are included in the paste are rebound locally, so any contained circuits will be recreated
Entities are saved in the server directory (EntityCopies folder) and can be reused/saved externally/etc
More experimental industrial changes - added the ability for an industrial transfer to pause a transfer mid-way through and resume on the next tick
The transfer stores it's current status (eg. we're transferring input 3 to output 8) and then resumes from that point
This should have no impact on the splitting behaviour, it just spaces it out over more time
Merge from reduce_held_entity_item_counts
Added server.industrialTransferStrictTimeLimits convar
Adds the ability for conveyors to abort a transfer without it completing if the transfer is taking too long (x2 server.industrialFrameBudgetMs)
Will preserve performance at the expense of changing behaviour and potentially causing some transfers to transfer unevenly
Ping all of the building blocks that need to be upgraded
Animals on tutorial island no longer drop items that aren't necessary to continue the tutorial(bear won't drop leather, chicken won't drop bone frags, etc)
Added more help and context to the upgrade base mission
Fixed doors not taking into account the speed multiplier set on the open/close states when calculating their animation timings
Looks like most doors had incorrect times due to this, leading to vehicle detection volumes being active for too long, sometimes multiple seconds after a door finished animating
Updated doors: Wood/stone gates, garage doors, armoured/sheet metal/wood single doors, armoured/sheet metal/wood double doors, twitch drop industrial door
Experimental changes to door blockage prevention system to try and prevent vehicles getting stuck in doors, sometimes permanently
Do a dot product check when the door detects a blockage and compare that with the direction our door colliders are moving, disregard detected blockages that are on the side of the door that the collider is moving away from (translation: driving into a door that is opening will no longer stop and revert the animation if you drive into the door in the same direction that it is swinging, since that will often involve moving a collider in the opposite direction to vehicle movement and cause chaos)
Reduce the length of time that the door physics detection runs for by 20%, so if the animation is more than 80% done it will complete regardless of blockages
Merge from tutorial_island