13,592 Commits over 2,922 Days - 0.19cph!
Fixed player model getting stuck in fishing pose if fishing sequence is ended prematurely
Merge from frontier_external_fixes
Enabled needOnlyOneAreaCheckValid on ladder ground watch, fixes all ladders being destroyed on external walls when a single ladder is picked up
Merge from frontier_external_fixes
Some improvements to free spray behaviour on external walls
Mark the frontier wall/gate as not hidden
Fix simple upgrade options missing
Merge from autoturret_peacekeeper
Reduced initial time before the hostile warning appears (was 2s, now 0.25)
Use real time instead of fixed delta time, makes the countdown closer to real time
Merge from simple_floating_entity (includes latest main)
Created SimpleFloatingEntity
Shares simplified floating behaviour with floating junkpiles, can rotate but will only ever move on the Y axis
Movement is budgeted and only active if a player is within 16m
Derives from BaseEntity so has no damage handling
Merge from food_spoil_pool_fix
Fixed food sometimes spoiling immediately when created (pooling issue)
Merge from team_invite_changes
Don't allow duplicates in the invite list
Removed some temporary testing logic
Merge from autoturret_peacekeeper
Merge from mixing_item_delete_fix
Fixed mixing table sometimes deleting ingrendients when they cannot be stacked due to spoiling
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More cleanup
Added "Block from Mannequin" field on ItemModWearable, enabled on inflatable outfits
More cleanup, update icon
Cleaned out a bunch of stuff we're not planning on using - scrubbing animations, manual joint posing
Removed female mannequin version
Merge from hackweek_manny
Minor cleanup for CeilingLight
Turn off vine network position invoke when they are idle, removes 40% of network position ticks
Experimenting with disabling syncPosition on vines that aren't in use
Converted the leave and invite buttons in the team dock to a button with icon + tooltip
Fixed invite button staying on during gameplay
Removed silly system for changing header text on assign to friend dialog, made new prefab variants for each type of this screen that we need (updated BuildingPrivlidge, VehcilePrivilege and AutoTurret)
Added option for friends list to filter out team members
Added variant of assign to friend dialog for team invites
Don't show available campfire spawn options to a player if they have placed any regular respawn points (bags/beds/etc)
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Exposed campfire spawning toggles in game modes and via replicated convar (allow_campfire_spawning), both need to be true for feature to work
Implemented cooldowns like regular bags
Spawning at a campfire now triggers the cooldown at nearby sleeping bags and fires like a regular sleeping bag
Campfire now keeps a list of the last 5 players to spawn at a campfire, if a player is in that list they cannot spawn at the campfire (count is exposed via server.campfire_memory_length)
Fixed an additional rock appearing in the players inventory on the tutorial island if they were using a redirect rock skin (jungle rock)
Fixed NRE when disconnecting from a server while standing on a moving train
SoundManager will no longer attempt to spawn a sound into a scene that isn't loaded
Added a copy+pastable log output to the weapon slot find tool
Switched the targeting attachment to use a new InternalTargeting slot (used to share the Internal slot with the GCO)
All weapons with the Internal slot can now also equip items marked as InternalTargeting
Added InternalTargeting to the AK and LR , allows the targeting attachment to be used on those weapons
Added commands in Tools/Find/Weapons With Slots/ for all slot types that prints out all weapons that can use a given attachment type
Added an invite to team option to the popup when clicking on an ingame chat message
Players can block all incoming invites with client.allowTeamInvitesRemotePlayers convar
Pending team invites are now saved through server restarts
Team invites that are sent to players that have not joined the server yet will now be delivered when the player first joins
Fixed invite button appearing for all team members
Fixed loading, added GamePhysics.OBBSweep, added handling to not let the chandelier extend through solid objects
First pass chandelier, using ceiling light model but has player configurable length