13,656 Commits over 2,741 Days - 0.21cph!
Server.respawnWithLoadout is now a bool, when set to true it will look for the client info string "client.RespawnLoadout" and assign that loadout to the player on respawn
This way different players can have different loadouts rather than everyone on the server having the same loadout
Added Server.respawnWithLoadout (When a player respawns give them this loadout - created with inventory.saveloadout)
Added Server.respawnAtDeathPosition (If a player presses the respawn button, respawn at their death location)
Both for trailer filming
Show a warning if line points are too close while using the industrial tool (the pipe mesh looks weird in those situations)
Removed condition and increased stack size to 5 for new industrial entities (except for electrical furnace)
Fix NRE when deleting corpses with gingerbread cinematic mode on
Moved cinematicGingerbreadCorpses to the global section and made it client + server
When set on both will also emulate the particle fx of the gingerbread npc's
Added server.cinematicGingerbreadCorpses convar, when enabled a player wearing a gingerbread suit will gib like the NPC's (for trailer purposes)
This will prevent any items being transferred to the corpse, so shouldn't be enabled for regular gameplay
Use gingerbread fx instead of blood (still trying to fix decals)
Adjusted some socket positions for the storage adaptor now that we have final art
Add SkeletonSkinLOD for male and female gingerbread variants
Added a useEmptyAmmoState toggle to projectile weapons (under the viewmodel section)
Will enable layer 1 on the viewmodel animator whenever the weapon has no rounds in the magazine
Will trigger either "ammo_true" or "ammo_false" parameters immediately before reloading to play an appropriate situational reload animation
Layer 1 is disabled while the reload takes palce (and will always be disabled after the reload because the magazine now has rounds)
Enabled on P17, SAP and M92
Don't show corpse flies on gingerbread gibs
Fixed several UI display issues for category filtering
Performance improvements
Fixed some cases where memory leaks could occur
Combiner and pipe tool prefab setup
Triangle allocation fixes
Generate the pipe meshes in a threaded job (non-burst unfortunately)
Combiner prefab setup
Move pipe rendering into a child prefab for easier updates across all colour prefabs
Remove multi sub mesh support, everything is using the same material now
Increase pipe subdivisions to 12 (was 9) to fix some UV issues
Add uv support for pipe brackets
Mirror UV's
Update localized death name for gingerbread man (just needs an icon)
Merge from xmas_2022 (may have compile issues, will fix)
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Added a popup tip to explain how to toggle the flashlight on/off
WIP adding translation support and icons for all steps of the filter process
Can now switch between pipe colours
Added support for conveyors to use item categories as filters (food, weapons, ammunition, etc)
Reapplied BaseAiBrain changes that were stomped in
77185
Manifest
Compile fix, ignore client emoji folder
Cherry pick
77144 (solves overlapping issues and didn't require the TmPro update)
Add some padding around each emoji
Trying out updating TmPro (3.0.6)
Sparks now play once an item has finished crafting
Tweaked clone icons to more clearly show berry colour
Potential instrument LateUpdate fix
Use Player folder instead of PlayerMats
Improved naming iterator
Move materials into Hair, Skin and ItemSkins folder
CopyPlayerTool now attempts to reuse matching materials in the Assets/Media/Materials/PlayerMats folder instead of creating new materials when copying hair and skin
HLOD generation now ignores GameModeObjectToggle components
Fixes reclaim terminal appearing in outpost HLOD
Updated outpost HLOD assets, prefab is unchanged