12,618 Commits over 2,284 Days - 0.23cph!
Merge from main_merge_31_oct_try_again
Delete duplicate DDrawCommand file
CopyPaste updates
Reapply junkpile water changes
Merge from main (attempt 2, same as last time but kept destination changes on copypaste)
Merge from main (deeply cursed merge)
Manual changes in:
GameManifest-Generate.cs
CopyPaste.cs
BaseNetworkable.cs
BaseEntity.server.cs - could not merge at all, ran text merge
GeneralEditorPrefProvider.cs - could not merge at all, ran text merge
GameUI.Hud.Map.prefab - kept source changes, will need to redo naval map changes
JunkpileWater.cs - complete nightmare, kept source changes and will redo naval changes
Override the lerp, not the position
Add rotateAroundMuzzlePoint slider to ViewmodelSway component
Add a overrideSwayOriginPoint field, can be used to modify the other side of the sway lerp (overrideSwayOriginPoint -> muzzlePoint with rotateAroundMuzzlePoint lerp value)
Merge from hackweek_boxsorting
Fixed sorting settings missing some localization
Switch fog of war back to the background thread, seems to work locally?
Merge from attackheli_fixcar_changes
Merge from krieg_boulder_outline
Merge from egghunt_invis_fix
Merge from hackweek_boxsorting
Exposed allowSorting toggle on StorageContainer so we can manually opt in containers, off by default
Enabled on Large and small wooden boxes, coffin
Merge from elevator_power_qol
Increase the speed of player elevators (3m/s -> 5m/s)
Reduce the delay at the end of the lift movement for player elevators (1s -> 0.2s)
Remove old elevator IO entity
Fix power status not updating properly when an elevator is killed
Merge from hackweek_boxsorting
Update sort button to restore previous padding settings
Added server.monumentPuzzleResetRadiation, will disable the new radiation behaviour and fall back to the old behaviour
Removed some leftover logs
Fix 'puzzlereset' command not turning off radiation
Fixed radiation zones not disabling after players leave area
Merge from puzzle_reset_changes
Elevators now have a Power In slot on every floor, if any elevator in a stack has power the whole stack will be considered powered
Still WIP, have one edge case issue to fix
Merge from eye_wearable_fix_2
Another attempt at fixing hazmats with WearableEyeViewAdjustment still displaying the head when a player is killed while wearing (krieg, pilot hazmats mostly)
Also fixes those hazmats not showing the head mesh on the invisible verison we use to render local player shadows
Allow all the frankenstein parts to be added to conveyor filters
Allow frankenstein mask in conveyor filters
Merge from junkpile_jump_improvements_2
Water junkpile ladders use the force look at option so players don't briefly go into ladder mode when running off the side of the junkpile or when they are facing the wrong way underneath a junkpile
Subtract
135187 (revert water jump out height to 13)
Align the sort settings to the top of the loot panel for large containers, the bottom for small
Merge from box_sorting_ui
Added prevent movement volumes to the small ramp to stop players falling through
Merge from hackweek_boxsorting
More sorting fixes
Apply a 1s delay to all sorting after a container is marked dirty, if a container is marked dirty again in that window restart the timer. This prevents sorting running every time an item is moved if a player is hover looting a container
Sorting should preserve positions of objects that are considered equal by the selected sorting mode (eg. sort by count, can now swap around all the 1x stacks while keeping the >x1 stacks in order)
Added a passthrough to the storage adaptor
Storage adaptor now requires 1 power (won't require power to use industrial transfers, only for sorting)
Merge from puzzle_reset_changes