10,924 Commits over 1,950 Days - 0.23cph!
Added a tool to dump all animation clips used by the player model to a csv
Crawls through every state machine, sub state machine and override controller in the project
Don't spawn the node sparkle until the node is hit for the first time
The first node hit is now considered a bonus hit so there will be no negative resource wise
Slightly increased how much the sparkle moves as the node gets smaller so it doesn't get stuck in a single spot close to the end
Apply optimisations to metal and sulfur nodes
Added a dedicated express button to the side of player placed elevators that can now be used to go to the top or bottom of an elevator
Double the speed of player placed elevators
Added air wolf 24x7 station
Builtin radio stations are now loaded locally and don't need to be in the station manifest, still verified on server (so we can add new radio stations and they will work on staging)
Surgeon scrubs no longer require workbench to craft
Updated vendor listing on map widget to reflect new dynamic pricing
Better UI info on sell order
First pass on vending machine prices changing scrap received when selling items (eg. fish exchange) using the dynamic pricing mechanic
Server will start with fish prices 50% lower, can increase to 100% extra scrap if no fish are being sold
Add the radio as a stand alone entity/item
Set up sockets on relevant vehicle modules
New ModularCarRadio stub class to reimplement behaviour out of the cockpit class
Merge from december24_art_fixes/tutorialcleanup
Moved the tutorial island scene to the Test subfolder so it is separate from actual scenes used in the game or S2P
Created a new TutorialIslandSceneDressing nested prefab that contains all of the content from the scene. Some of this set dressing had been updated just in the prefab and not in the scene so this resolves some issues
Added a big written note to the top of the Tutorial Island scene to discourage edits, we still need the scene in order to rebake out the terrain mesh or foliage
Don't load the keys_default.cfg file if a keys.cfg file already exists
Generate manifest
Fix cake vm missing viewmodel renderer component and using a LOD
Merge from monument_scenes_renderlod_fix
Show the translated gesture name when displaying a cinematic gesture in the gesture picker
Cleaned up some leftover server logs ("Bump" and "Hurt")
Fixed pickup notices spawning in the wrong place
Fixed colliders on all shield world models to match their entity counterparts
Marked shields as equip on pickup
Fixed improvised shield incorrect world model mesh
Fixed picking up unrelated items would put away equipped shield
Adjusted holster offsets for all shields, mostly fixes them sticking out the side of the camper
Fixed exception when rapidly switching back and forwards from a shield compatible weapon to an incompatible weapon
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Fixed DofExposer not finding the post volume when added at run time
Fixed some skin ID issues
Can now test items in the store that haven't been uploaded yet
Fixed bad DofExposer merge
Added store.limitedItemTests and store.generalItemTests convars, stores a list of ids that will appear in the limited/general store tab (comma delineated)
Added store.refreshStore
Fix RPS dialog staying on if player is disconnected mid game
Fixed NRE when attempting to assign gestures in the options menu while not conneted to a game
Another fix for NRE when inventory is open and server shuts down
Dof Exposer will find any dof post process volume in the scene when resetting
Automatically fill in the Post Volume field when making a new DofExposer (if it's on the same gameobject)
Added button to copy current in-game values to DofExposer
[Button] attributes can access Properties via the isTrue and isFalse parameters