branchrust_reboot/main/primitivecancel
154 Commits over 62 Days - 0.10cph!
FIxed death screen displays for deployed siege ammo
Prevent ballistas from making headshots (exposed as an option on the BallistaGun in case we change down the line)
Better handling of locked item that requires another blueprint, show the item in the crafting menu if the steam item is owned but locked
Setup steam item for medieval barricade
Added new option to gate a steam item via another item
Moved UnlockedViaSteamItem up a level to SteamInventoryItem to support standalone items being unlocked via packs
Fix rubble in train tunnel vent entrance always active
S2P outpost, excavator and harbor 2
Added Medieval pack steam item
Fixed an industrial NRE due to orphaned Industrial attachments
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Hopefully fixed vehicle NPC dialogue options not appearing for non admins
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Fix some first person spectate issues with shields when going in/out of debug camera
Fixed child entities not being copied over when reskinning a large wooden box
Fixed back holster offset on knight chest piece (again)
First person spectate now shows shields correctly, supports vm hit animations
Fixed skeleton component on medieval ar, fixes clothing not applying
Disabled world collisions on metal-shield-impact, fixes some offset particles
Switch shield server side time tracking to invokes, much more accurate time wise
Lets me remove a heap of time hacks to try and get client and server to match up, results in shields being usable for a bit longer
Fix industrial lights item category
Fix medieval ar isRedirectOf missing
Fixed NRE when connecting to a server after disconnecting while holding the mini crossbow
Reverted car shredder to a RendererLOD, match prior culling settings
Cheaper shield ServerTick, only try and find a shield if the player has a held entity that is compatible with shields
Fixed junkyard car shredder not displaying any LODS
Fix primitive tag on loading screen missing blue background
Fixed some inputs being remembered when the player is downed while holding a shield
Fixed missing DungeonConditionalModel in ferry terminal
Fix exception when firing guns and not holding a shield
Added primitive sell order lists for water well vendor
IsAllowedInEra now works correctly if passed a mask
Player vending machines can now list items that are marked Loot, Craft or Vending
NPC vending machines will only list items that are marked Vending
Fixes not being able to see or list chainsaws in player vending machines, but still preventing NPC vending machines from selling them
Added item counts and names to enforce_era_restrictions command
Reduced arrow protection on metal shield (100% -> 90%), fixes metal shields taking 0 damage from arrows
Fixed fire arrows bypassing shields entirely (just the direct impact, players will still take damage by standing in the fire spawned by these arrows)
Removed references to mission rewards in dive master mission conversation (will need a phrase rebuild)
Fixed Medieval barricade researchable
Fixed being able to research items that aren't craftable in the current era
Possible fix for non era items appearing in vending machine map markers
S2P both harbors, fixes missing train tunnel rubble in primitive
Fix vending machine orders not giving the correct item when some of the items in the sell order list have been excluded by era
Fixed incorrect mission rewards being displayed and rewarded during primitive missions
Mission zoo scene now works with underwater dive missions
Server side block handling
Better client side block handling
Fixed new horses not getting included in TriggerComfort, preventing them contributing to comfort
Added debug.debugboatissue, prints out a bunch of stuff if the player is mounted to a rowboat
Fixed both wooden shields not colliding with vehicles when dropped in the world
Fix shields able to be hit when not in the players hand
Added new shield.infiniteshieldblock replicated convar for testing
Fixed shield blocking again after a holster/deploy if the holster happened while a block was in process
Added server.clear_trees_radius, clears all trees around the player within a given radius
Move shield block handling to the server