12,023 Commits over 2,527 Days - 0.20cph!
Prototype cyilnder water volume
Merge from softcore_updates_jul_26
Fix redirects of default items being included in softcore reclaim (eg. abyss torch)
Default gather rate to 2x
Convert convar to gamemodesoftcore.gather_rate, now only applies in softcore
Added new GatherRate server convar
Multiplies total resources received from ResourceDispensers and CollectibleEntities
Should cover trees, nodes, collectable plants (not farmed), and harvestable corpses
Add inventory popups for items collected from reclaim functionality of rentable shop
Merge from aniso_filtering_texture_fix
Merge from Fix_odd_deployguides
Fixed rentable shop signs not loading on non owner clients
Don't fail the test if the prefab has a Wearable tag but has no actual wearable (SkinViewer2.prefab for some reason?)
Don't fail the test if disable rig stripping is set to true (fixes some pooling errors with burst cloth)
Added all of the missing pooling components, found 95
Fixed break in menu item throwing server side entityref lookup error
New Wearable pooling test, ensures every wearable has a poolable component
Fix crash when firing weapons - sorry!
Merge from PlayerRIgUpdate2
More performance improvements to the player censor, only takes 0.02ms now., removed a GetComponentsInChildren
Implement lockpick mechanic on rentable vending machines
Lockpick can be used on a rented vending machine not owned by the using player, allows access to the vending machine inventory for ApartmentCommands.intruderauthseconds convar (300s by default)
Move shop costs (InitialScrapFee, ProtectionFromTakeoverHours, ScrapPerHourRent) are now replicated, unchanged values
Swap EntityRefs to Syncvars, remove synced NetworkableIds
Merge from containerioentity_sorting
Fixed non local players missing some animations for melee weapons
Held Entities with animation sub systems will now receive any signals from the holding player (attack, throw, etc)
Merge from PlayerRigUpdate2
Fixed animation warnings on torch
Merge from shield_disconnect_fix
Add IGameUIDisconnectCallback, will get picked up and called on any implementing UI when a player disconnects
Replaced the singleton access in disconnect of the map screen and death screen
Fixed shield leaving power bar on screen when player disconnects
Shave off a 40b allocation every time we calculate if the player model needs to show censorship cubes
Added framework for blocking some items in rentable store inventory
Merge from demo_cfg_frame_0
Adjust timing so this runs after replicated vars are applied
Merge from PlayerRigUpdate2
Don't run the sprint sub system on npc's
Merge from PlayerRigUpdate2 (new upper body controller for vanilla hatchet)
Merge from melee_subsystem_weapons
Some more mild sub system editor speed ups
Bring in both arms on the attack state
Fixed SetParameterLerpAnimatorBehaviour not working
Switched the attack hit animation support to use a blend tree
Allow instant transition to aim state even during attack anim (emulate viewmodel behaviour)
SetParameterLerpAnimatorBehaviour now interfaces directly with the playable
Removed on phone animator state and parameter (now handled by subsystems)
Merge from phone_handle_fix
Fixed phonebooth handset position as well
Cache the button attribute lookup on AnimationSubSystems editor, improves some GC while inspecting sub systems at runtime (but performance is still terrible for some reason)
Fixed telephone using wrong player animation
Fix phone handle alignment with r_prop
Converted deployable telephone to MeshLOD, removed an array of transforms from the component and 15kb from the prefab
Merge from demo_cfg_frame_0