13,600 Commits over 2,710 Days - 0.21cph!
Removed the OnItem broadcast message in ItemPanel, replace with IItemPanel interface
Remove burlap shirt viewmodel being listed as the inventory panel
This has been assigned since 26531(!) but doesn't seem to cause an issue in builds (possibly due to bundling?)
Fixes exception when selecting burlap shirt
Campfire stuff, remove placeholder label
Tutorial help prompts now have a priority, if two prompts are both valid for display we will pick the one with the higher priority
Added missionshud.blockdisplay convar for filming
Started taking a better revision of all of the tutorial videos to fit the new format
Fixed burst icon not updating until the player mouses over the item icon in builds
Now updates on flag change, so immediately
Fixed burst icon not working on weapons with built in burst capabilities
Cherry pick
91313, ignoring traceability
Merge from burst_icon_merge
Cherry pick
91315 ignoring tracability
Added some protections for null user names in the friend picker UI
Fixed heavy scientist figurine getting picked up as the hazmat version
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Fireballs parented to heli crates will now always align upwards, the rotation of the heli crate is unchanged
Remove PlayerInventory.debugWearIssues, no longer needed
merge from tutorial_island
Fixed sleepers not updating clothing
Added playerinventory.debugWearIssues with some extra logging for the clothing change process
Potential adjustment to repair costs to fix entities with too many non-component crafting costs costing too much to repair (auto turret mostly)
When substituting non-components for the component equivalent in StripComponentRepairCost, apply the repair cost multiplier applied at the start of the calculation
This means instead of the full converted value of the targeting computer being applied to every repair hit, we only apply a portion of the value based on the health of the entity
This reduces the repair cost of an Auto Turret at 67% hp to 5 HQM (was 44)
Reapply HeadDispenser component to player_corpse_new
Gizmo warning
More gizmos
Apply final rotation offset to bow
Fixed bow hold, was missing a slot on the animator override and I forgot to disable the legacy spine IK system
WIP setup for 3qrs bow hold, still not quite working
Added a left hand look at rig, exposed the option on held entities to use a left/right/none look at mode
Merge from PlayerRigUpdate
Removed all RendererBatch, AddToHeightMap and InstancedMeshFilter from cliff objects on island (fixes incorrect terrain splat lookup)
Fixed figurines lodding incorrectly when parented to tugboats
Added liquidcontainer.debugAmounts convar that throws some Ddraw text up to communicate what is happening during water transfers
Added liquidcontainer.ClearAllLiquidInContainers convar that clears all liquid, server wide
Both are editor only, I added them while debugging an issue. Couldn't find the issue but they might be useful in future
Fix smart switch not calculating passthrough properly after receiving inputs from it's turn on/off slots (same issue as regular switch, just needed to be applied here as well)
Fixed a case where water pumps wouldn't transfer water when connected to a water barrel via a combiner
MeshTerrainRoot implements IClientComponent