13,894 Commits over 2,527 Days - 0.23cph!
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
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Merge from tutorial_animator_fixups
Delete some more deprecated components
Removed the deprecated cinemachine camera component from the end tutorial cinematic
Update the tutorial NPC to use a child animator rather than cinematic mode (we'll eventually phase out cinematic mode)
Merge from PlayerRigUpdate2
Added a toggle to disable spine IK to animator sub systems
Applied to shopkeeper NPC
Hardcode drop_item gesture to 1s as it's now faster
Added a toggle to all animation sub systems that disables them when gesturing
Not a great fix, would be cleaner to move gestures to their own sub system but for now it will have to do
Fixed vehicle aim yaw not being carried over when changing weapons while mounted to a boat seat
Refactored to just use a static list of parameters (see AnimatorFloatParamsToCopy)
Merge from main (no conflicts)
Crude oil production can now be turned on/off (see ToggleProducing on WaterCatcher.cs)
Sphere tank scene is now playable
Added a crude oil producer to dome
Merge from fluid_io_updates
Creating new branch to combine player maintained monuments
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Fixed gingerbread man corpses throwing errors
Updated position of player model in wanted poster renders
Fix mountable sub systems not properly getting disabled when scrubbing in a demo
Lock the sprint system to not run for the first 2s a weapon is equipped (hacky fix)
Fixed hands layer not properly restoring to 0 weight if player unequipped the LR while sprinting
Debug readout + removed a log
HeldEntitySprintModifier now fades out the spine IK along with the upper body animator layer
Created a new clip and just hardcoded the r_prop values, fixes the hold pose
Updated clip and mask on LR
Still not working properly, R-Prop values look incorrect in the sprint animation
Show icons on the marketplace terminals
Experimenting with a HeldEntitySprintModifier new animation sub system
Plays a selected animation on the right arm once the player goes above a set speed, allowing more left arm movement to show
Fades out the hands layer on the root player model as this clip fades in so we get the upper body movement
Setup on the LR right now, using the torch idle pose so it looks busted but it gets the idea across
Should only need a simple loop or single frame pose with the r_prop at the right