13,656 Commits over 2,741 Days - 0.21cph!
Implement a hash check to limit excessive clothing rebuilds, mannequins will now only regenerate their clothing if the clothing actually changes
Item icons
Fixed mannequins wearing underwear or enabling censorship cubes if the respective censorship setting was enabled
Added a small support rod that appears if both feet on the manequin aren't touching the ground (realism!)
Default mannequin to T-pose and add a T-Pose option to the animator
Mannequin edit will now get cancelled if the player editing gets disabled or leaves range
Can no longer rotate the hips
Refactors
Added dances to animation selections
Applied a grid texture to the mannequin
Added a swap option, can now swap your current clothing with a mannequin (refactored part of the locker swap process and made it static so we can reuse it as it seems pretty battletested)
Increased the size of the joint gizmos so they're not entirely clipped by the mannequin when wearing bulky clothing
Can now modify the neck and head bones
Added the ability to open an animation window while editing mannequins, allows player to pick from a list of animations and scrub through them to set a pose
Bones can still be manually manipulated after selecting an animation, so the animations can be used as a starting point for further refinement
Proper rotation handles when moving joints
Starting pass on gizmos for adjusting the pose of the mannequin, feels pretty bad right now but the fundamentals are there
Mannequin inventory behaviour now matches player clothing behaviour (can't equip a hazmat suit and other clothing)
Make the female version a prefab variant, better model placement
Added a female version (separate prefab/deployable)
Made mannequin specific head/torso/feet/etc prefabs (identical to defaults for now)
Added a Mannequin skin set config to allow for new materials
Testing out a player deployed clothing mannequin
Currently works as a 7 slot inventory that player can deposit clothing into, spawns a default player model and displays the clothing
Also supports showing skins on items
Fixed some issues with the skin picker UI
Import first batch of emoji
Delete placeholder content
HLOD generation will now disable r/w on meshes as part of the build
Fixed green pipe option not appearing in radial menu (whoops)
Marked all monument HLOD meshes as non read/write, should save some memory (some of these meshes are quite chunky)
Added a new tool to mark a generated mesh as non read/write, as this isn't exposed in the inspector but is in the metadata (?)
Reduced the distance limit between industrial pipe anchors (was 0.3, now 0.05)
Adjusted the pipe mesh generation to dynamically adjust the curves to better accomodate tight line points
This does allow some scenarios where pipe generation looks rough but the usability tradeoff is worth it
Added UI to expose new filter options
Holding sprint while placing industrial pipes adjusts the placement raycast so it collides with deployables, allows running pipes around boxes like in the update trailer
Increased the offset industrial pipes have from the placement surface by 0.01
Item redirects will no longer appear in the filter search
Fixed several cases where filters wouldn't properly filter item redirects (redirects should be treated as their base object, eg. one hazmat and one arctic suit = 2x hazmats for filtering purposes)
Fixed NPC clothing appearing in the filter search box
Cancel any ongoing minimum mode transfers if the container runs out of items for any reason
Fixed min/max variables not working when assigned to blueprint filters
Fixed contacts button not re-enabling after connecting to a server if the previous server had contacts disabled
Reapply
78917 on the right branch
Fixed batteries incorrectly draining from entities connected via non electric connections (likely affected some water stuff as well)
Likely fix for spectate button in admin ui not working
Fixed conveyor screen showing item icons flipped on the X axis
Increase buffer time to keep slide forward after reloading to 1s
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Merge from pistol_slide_remerge2
Potential fix for pistol vm slide states snapping to the wrong state for several frames if player has some latency
Reworked inverse mode into a new conveyor mode option:
Or: Current behaviour, transfers start if any item filters pass
And: Transfers start once all item filters pass
Not: Only items not in the filter are transferred
Cancel any ongoing minimum transfers when a conveyor is turned off (eg. a conveyor is halfway through moving a stack of 50 wood and is turned off, when the conveyor turns back on again it will not resume transferring wood until it has 50 available)
Fixed being able to start the electric furnace with less than 3 power