12,663 Commits over 2,315 Days - 0.23cph!
Fixed the binocular overlay not scaling correctly with interface scale
Replace Physics.Raycast with GamePhysics.Trace inside BasePlayer.CheckLookingAtVisible, fixes not being able to pick up dropped items that are dropped in terrain collision ignore areas (notable in power plant)
Merge from hackweek_accessibility_colourblind
Fixed deuteranopia typo
Adjusted default deuteranopia values based on feedback
Update manifest, fixes revolver not loading
Updated the mesh sampling system on the spraycan free spray to find and use a valid wallpaper renderer, fixes free hand sprays appearing below wallpapers
Added an alternative dryfire rate so that the dryfire animation can be played faster than the fire rate on slow firing weapons
Set to 0.2 on the revolver
Convert all the awning assets used in outpost to MeshLOD (was using LodGroup)
Merge from waterwell_update
Merge from waterwell_update (for initial playtest)
Fixed NPC shopkeeper not respawning
Manually reimplemented the vending machine changes on this branch
Merge from parent (many merge issues, will need some fixing)
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Pressing Quit in the menu in the editor will no longer force quit the editor
The quit convar now requires no arguments to work successfully, "quit grass" will no longer work
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Fixed burlap sacks being visible on all dropped items in the editor (regression casued by 103243)
BurstClothConstraint is now part of clientsideOnlyTypes, fixed them getting included on the server
Removed the underwater effect root on the server of dropped items, it's unused on the server
Merge from hackweek_accessibility_colourblind
Added option to change colour of deployed laser detector (green, blue and yellow options)
Lasers attached to weapons are unaffected
Merge from elevator_parenting (includes tunnel network layer visibility system)
Rolled the right hand aim pass into the aim pose component, improves performance and solves a bunch of order of execution issues.
Right hand aim now happens after the aim pose solver and before the left hand IK pass
Remove a runtime allocation (will still trigger in the editor for some tooling purposes)
Refactor the SingleBoneAimComponent in preparation for rolling it into AimPose component
Added ViewmodelAttachmentOverride component, can be added to the root of a viewmodel to override which transform is used when spawning a viewmodel
Mostly for more precise scope placement
Set up GameobejctToggleState components on reload
Remove wallpaper_radius command
Remove setwallpaper and removewallpaper commands in the ent command
Added add_wallpaper_radius, will add wallpaper to any walls in the radius if they don't have a wallpaper, uses the provided skin id (name or id)
Added change_wallpaper_radius, will modify any wallappers in the radius to the provided wallpaper
Both of the above convars can now take -1 as a skin id and a random wallpaper will be used
Added clear_wallpaper_radius, will remove any wallpapers in the given radius
wallpaper_radius now supports a name parameter, it checks that the name of the inventory asset in unity contains the provided string
eg. "wallpaper_radius retroa 100" and "wallpaper_radius
10249 100" will both set all wallpapers in 100m to that skin
Be mindful when using the name option that it will return the first match, so passing "retro" as a name will return the RetroA skin
Added wallpaper_radius command, works the same as upgrade_radius
Created a new water wells test scene, added to the dev scene loader
Merge from hackweek_accessibility_colourblind
Added holo sight colour to the colour blind settings, comes in green and blue options
Fixed some errors if a colour setting was set to an out bounds index via the console
Shop UI now closes if vendor dies while player is shopping
Setup placeholder clothing loadout
Add NPC/vending spawners to water well C and E
Lowered chance of teas in food cache loot table
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Protobuf restructuring, save next refresh time
Expose server.waterWellNpcSalesRefreshFrequency, default one hour (WIP)
Removed a bunch of code in InvisibleVendingMachine that was marked to be removed
Merge from npc_dynamic_pricing_updates