9,343 Commits over 1,705 Days - 0.23cph!
Fixed tutorial npc crossfades not working
Use cinematic avatar when putting a player model into cinematic mode, no need for state machine behaviours
Fix HLOD generator failing if it finds a RendererLOD with a renderer that is missing a mesh/material
Adjusted harbor_2 hlod settings to include roads
Added a DebugMode option on the HOLDBounds asset, this will print out each asset while processing so it's easier to track down specific objects that are causing problems
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Merge from tutorial_island
Minor changes to tutorial island network bounds checks
Merge from tutorial_island
Fixed clothing mission step not working (merge issue)
Potential UpdateHolsteredOffset nre fix
Add a cinemachine virtual camera to the end tutorial cinematic
Merge from tutorial_island
Add cinemachine package (2.8.9)
Ambience sfx will now take into account admintime when calculating if they should play based on time of day (shoud fix nighttime sfx from playing while on tutorial island if the server time is night but we've overridden the tutorial island to daytime)
Merge from tutorial_island
Hard code world temperature while player is in tutorial
Force the player out of god mode if the tutorial needs to kill them
Merge from tutorial_island
Fixed help prompt videos not updating
Merge from tutorial_island
Fixed misaligned icons in crafting menu
Large backpack can now be assigned to Industrial Conveyor filters
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Fixed missing world ping on kayak deploy
Fixed deploy campfire mission not showing a world ping
Add more cloth to the craft low grade mission step supply box
Tutorial help videos will now appear on top of the inventory
Add some dedicated text reminding players how to open the inventory at various help stages
Disabled the tools row on the tool cupboard loot panel while in the tutorial
Crafting menu will automatically switch to the needed category the first time a player opens the menu in each tutorial mission
Show the crosshair when using the Rock on the tutorial island
Fix broken merge on hemp-collectable
Added new teas to information panel
Added a poison warning if the tea is going to poison the player
Remove debug mode from explosive vis
Added a modular car speed tea, can be inserted into a dedicated engine module via a radial option if the player has the appropriate tea in their inventory
Doubles engine power for 15 minutes
WIll heavily poison player for 10 minutes if consumed
Add horse laxative tea, doubles rate of dung production when consumed by a horse for 15 minutes
Horse still requires food to produce dung even while this tea is active
Added the ability for a Modifier effect to only apply to a type of entity
Added a Horse speed tea, increases top speed of horses by 30% for 10 minutes after being eaten by a horse
If consumed by a player they will be heavily poisoned for 10 minutes
Tea target type proto change
Potential fix for NRE's in SendUpdatedInventoryInternal
Grenade arc visualiser starts at the viewmodel hand rather than the camera position (centre of screen)
Improved handling when throwing through narrow slots (use a raycast with thickness to tru and account for the size of the physics object)
Improved visual look
Break out the tea bufs and the poison side effect into separate UI elements in the inventory and the health bar vitals
WIP poisoning - if a player has more than three teas active they get a negative poison effect
Currently triggers a screen post effect and slowly ticks down both hydration and calories
Kicks in at 30% effectiveness when at 3 concurrent teas, 100% effectiveness at 6 teas
Added fall damage tea, halves incoming damage
Add weapon reload tea, all weapon reloads are 50% faster. Works on fractional weapons as well
Added cold and hot protection teas, clamps internal temperature to 5/25 degrees respectively after any clothing modifers are applied
Tea buffs UI should now work when spectating players and show the correct players buffs
Added temporary icons for all new teas
Deploy speed change is now represented on third person model via new ModifierSpeedController on the deploy state