13,926 Commits over 2,527 Days - 0.23cph!
Add ability to store a toast to play when a player reconnects, can be stored for players that aren't active on the server (See BasePlayer.RecordToastToPlayOnReconnect)
WIll send all of the toasts after the player reconnects and wakes up (10s intervals if multiple have been queued)
A player will now be notified when they reconnect if a shop they owned closed while they were offline
Add rentableshop.closenearestshop convar
Add a toast if your shop is closed
Don't apply lerp if we're slowing down
Fixed sprint anim being played over reload
Added some lerping to speed animation so it blends back in a bit nicer after reloadiang while sprinting
Snap the player out of the sprint animation if they attack (and for one second afterwards)
Fixed speed not being applied when playing PlayCinematic
Added support for weight on the react layer, disabled for now as we likely need updated react anims for the blend to work nicely
Added 25 frame versions of the snowmobile cardinal direction drive anims so we can match the react duration
Reduced the sensitivity of the react trigger on bikes as they were sometimes triggering it too much in low frame rate
Fixed no right axis input in animator controller
Fixed player not rotating properly when mounted to a horse (or any mount that uses the vehicle_aim_yaw system) and equipping a torch
Fixed vehicle_aim_yaw not lerping properly, has been broken for a few months
Applied the new melee weapon subsystem to the diver torch
The skull torch was a variant so it was already using the new subsystems
Removed the hacks we implemented to play the turn on and off deploy aniamtions (cleaner implementation by the new subsytem)
TODO: remove corresponding states and parameters on the player animator
Fixed visual calculation
Increased initial scrap fee to 260
Reduced scrap per hour cost to 10
Show time remaining for rent in the vending machine storage loot panel
Fix shop interaction
Move all admin interactions to the contract sign on the side of the store
FIxed rentable shop vm admin panel pointing to old admin menu
Fixed new vm admin menu not being closable if the main menu isn't loaded (editor only issue)
Fixed interaction flow for vending admin panel in rentable stores
Fixed wanted posters clearing the name when entering the deep sea
Removed a 444 byte allocation and 0.01ms cost every footstep figuring our if the player is barefoot (just calculate it once when we rebuild the player model)
Mark wearable renderers that are shadow only as update when offscreen, fixes some body parts culling in the local players shadow at some perspectives
Periodically recalculate the bounds on all of the skinned mesh renderers on a ragdoll so that the culilng bounds are up to date. (Every 9-10s)
Should be more performant than just enabling Update when offscreen
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Support multiple inventories being added to the reclaim contents
Added support for taking over a shop if you can pay twice the fee
First pass on rentable shop ownership prompt
Added support for hunting trophies to store the skin of clothing items
Better fix for player restting to standing, always set state to sitting if poseType is set to true
Fixed player sometimes reverting to standing briefly when rapidly cycling through items while mounted to something
Don't apply if we have an active clothing offset
Applied a very small offset to the holster position (0.03f on y) for guns mounted on the back if the player is female
Fix ballistic and BDU clothing missing from conveyor filters
Fixed torch attack animations not working on non local players
Lots of boilerplate for shop renting system
Expose a scrap cost per real time hour and initial fee for opening a shop
Require initial fee and 24 hours of rent to open the store
Deduct rent each hour, evict owner if can't make rent
Rent is stored in VM storage, so successful sales will extend tenancy
Added RentableShop.ProcessRentTick convar that makes all shops pay rent straight away
Merge from PlayerRigUpdate2
Merge from ballistic_helmet_weight_fix
S2P all floating cities, fixes missing mannequin meshes
Merge from industrial_dlc
Fixed industrial torch anims not applied to sub systems
Merge from mortar_prototype (fixes mortar animations)
Fix editor only NRE when playing first person sounds
Fixed ProjectileModPartVisibility disabling unrelated VM's on deploy
Removed viewmodel string based lookup, now requires the same component on the VM with direct references (string lookup will return the root transform if no match was found, so the whole VM was being disabled)
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Industrial torch uses vm camera
Fixed 3p flare visible in first person
Swap out the materials on the industrial torch when enabled/disabled