14,048 Commits over 2,772 Days - 0.21cph!
Merge from midi_multi_command
Midi convar bindings now support the ; syntax (like binds) to allow multiple commands to be run per cycle
Merge from Knight Armour DLC
Added a button to update the skin list from the skin inspector rather than having to open the menu
Set up skin assets for knight armour
First pass on a new type of NPC that has a generic list of missions
Conversation screen automatically populates at runtime, bypassing the need to create custom conversations for each mission
Autofill icon fields, autofill translation token fields when making new objectives
Added the ability for a mission to override the contents of a container spawned for a mission (so we can reuse a few containers instead of making new ones for each mission)
Missions now autoconfigure a heap of fields when created with the CreateAsset tool (shortname, translation tokens, id's, effects, registers with MissionManifest)
Cuts out around 7 clicks when creating a mission from scratch
Can now specify a name for the newly created asset in the Create asset tool
Can now delete child assets of a mission
Make the ID field read only
Fixed create button on objective fields not working when creating embedded assets
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Client side spoil timer now takes refrigeration into account and shows a little icon to communicate what's happening
Show time remaining until food spoils on the item information panel, updates in real time down to the second
Spoiled food now swaps to a new item (like burnt food) rather than showing an icon
Setup on corn with a temp icon
Merge from cmBrainEnabled
cmBrainEnabled convar is now cmBrainForceDisable, will disable cinemachine when enabled
Disabled saving, made admin only
Merge from demo_shot_improvements
Fixed loop option not being respected if it was enabled while switching between shots
Try/Catch GetDefaultNewShotName in the DemoShotUI, will fall back to a generic name suggestion
Fixed interaction blocker in demo playback UI not working when the UI is disabled
Hooked up conditional mount brackets, will use a curved bracket when attached to the horizontal barrel
Basic handling for the hopper to recognise when the attached container is full
Reuses industrial logic, so it won't try and collect items when it is full but it will collect items that it can stack
Hopper won't suck up items if construction (building blocks) is in the way
It can pull items through deployables
Cleanup, moved most processing into budgeted methods (see server.hopperAnimationBudgetMs convar)
Require power to run, hooked up industrial ports so it can act as a storage adaptor
Various prefab setup, fixed some item movement issues
First pass on hopper functionality
Setup attachment for large wood box, sucks up any dropped items in a 1.5m radius and deposits them into the attached container
Holosight reticle now resets to the default red colour while the NVG camera is on, eliminating the slightly different appearance of the different colours combined with the NVG post fx
Automatically switches back to the selected colour when the NVG camera is disabled
Select the folder name input field automatically after pressing the new folder button
Allow spaces in shot and folder names
Take camera control immediately when starting a shot recording
Show the bone that the debug camera is currently parented to in the demo info at the top of the screen
Merge from effect_scene_error
Wrap all access to the effect scene so this error will be caught everywhere
See EffectLibrary.MoveToEffectScene
Fixed exception when a player is disconnected while an effect with the EffectRecycle component was active (was trying to unparent into a non-existant scene)
Merge from telephone_name_fix
Increased the maximum length of a telephone directory name to 30 characters (was 20 but wasn't enforced in the UI so names would get cut)
Telephone name field will now cap input to 30 characters
Don't replace the equipped shield if picking up another shield from the ground
Only auto equip a shield in the shield slot if there is no shield is equipped
Fixed the equipped backpack being dropped on the ground if the player right clicks a backpack item in their inventory while the inventory is full
Affects all backpacks, not just shields
Don't modify the pelvis bone when using PoseTools if the root motion is masked out (the green circle at the base of the feet)
FIxed water pistol not resting in hands properly while a shield is equipped
Fixed water pistol not sitting in hand properly while a shield is equipped