12,114 Commits over 2,527 Days - 0.20cph!
Merge from workcart/button (stomped button placement, will need to reapply)
Remove accidental throw in ServerMgr
Invoke the boat flag change and remove the per frame check so the latest flags are always set
Don't use a local boolean when adding to queues, just rely on the builtin contains check
Made a Press button prefab for the train tunnel elevators and wired them up to all of the elevator floors
Use RustLayout on shop map marker cluster
Revert accidental changes to deployable elevator
S2P tunnel entrance, run some more DoPrepare
Fixes missing top elevator at tunnel entrance
Added a StaticTop field that controls whether an elevator entity is at the top (saves some raycasting)
Ran DoPrepare on elevator.static.top to fix prefab id
Move life story update into an ObjectWorkQueue
Make a new prefab variant of the lift entity (will swap the visual once on workcarts branch)
More refactoring, just place a static elevator block at every floor
Save/Load fixes
Fixed incorrect floor position at top floor
More static elevator work
Added an ElevatorStaticFloor Trigger that designates a floor
Static elevators now find all of the floor triggers beneath them and use them as floors, instead of requiring elevator blocks every 3 units
Floor triggers can be placed at arbitrary heights
Added new static variant of elevator for use in monuments - elevator.static.prefab
Requires floor information to be manually input on the prefab (IsStatic, StaticTop and StaticFloor fields)
Doesn't spawn the sub IO entity so doesn't require power, all of the elevator blocks are still IO entities so they can be hooked up to static buttons
Snap repair bench skin picker to left when going from no item to an item
Don't change the order of skins when selecting a skin, only when changing item
Added client.sortSkinsRecentlyUsed to control sorting functionality, defaults to true
Export jackhammer model mesh for workshop
Fix bandage and syringes not playing third person animations when used on other players
Move growable entity budgeted update into an ObjectWorkQueue
Use an ObjectWorkQueue to manage flame turret updates
Fix team dock index not being set properly, fixes not being able to kick players from team
Fix double shotgun grip mesh appearing and causing z fighting if the shotgun has no skin applied (only applied to viewmodels, worldmodels will still have issue)
Fix mace not being throwable if player presses throw key while the VM is in idle (transition was too long, was skipping events)
Map clusters (sleeping bags/vending machines) ignore Y difference when clustering
Fix skin picker snapping to the left any time a refresh is called (only resets to the left if the blueprint changes or a skin is selected)
Revert SetFlag change, just compare oldflags and newflags
Only send one network update a frame on MotorRowboat (could still happen 2-3 times with last change)
SetFlag now returns whether the flag was actually set
Don't send network update in FixedUpdate on MotorRowboats if no flags were actually set (should save a bunch of network updates a frame)
Move life story category updates (for rich presence) into a budgeted update
Move flame turret position check to happen before building privilege check since that check is so expensive
Removed side padding of scrollable area in skin picker UI (crafting and repair bench)
If skin options don't require scrolling add some padding to centre them in the view
Snap scroll view to the left when opening a skin picker or changing skin (works better now that we're sorting them by recently used)
Move server side flame turret update to a budgeted update
Make following player field set by script only, it shouldn't be exposed on the prefab and defaulted to on since it permanently disables panning
Fixed dying by poison damage not showing on the death screen
Fix water jug filling sounds always playing in first person for nearby players
Fix items losing their skin when their stack is split (eg. satchel charge skins)
Instrument recordings will no longer continue to play if the player is wounded
Add redirectVendingBehaviour field on item definition to control how redirect items are treated by vending machines
Defaults to NoListing (current behaviour)
Has ListAsUniqueItem option that allows redirect items to appear in the sell order UI even though they are marked as hidden
Enabled this behaviour on the spacesuit
Sort skins by recently used in the skin picker in the craft menu and the repair bench, persists across sessions
Clear the currently entered phone number before calling a phone directory entry
Fix sleeping bag widgets on death screen still spawning underneath the sleeping bag cluster widget