10,943 Commits over 1,950 Days - 0.23cph!
Reworked invisible npc shopkeeper init process so we can diasble the vending machine collider when the attached NPC is dead
Resolves a few issues, most notably the ragdoll of killed water well shopkeepers behaving incorrectly (because they were spawning inside a collider)
Removed a loading platform renderer in outpost that wasn't part of a LOD
Converted all of the glue decals to MeshLODs for memory savings and allows them to be included in the HLOD disable list
HLOD and S2P outpost
Fixed selected creative grade not being consistent across all grades, now uses the order of the foundation block
Delete ParticleIKFix script, not used and has been replaced by better solutions
Allow the static team ids in ESPPlayerInfo to be run from server (eg. GreenTeamId, RedTeamId, BlueTeamId, etc)
Fix NRE when an empty string is bound to an input
Fixed some world models getting spawned at the incorrect scale (scale at prefab level isn't respected by gameManager.CreatePrefab, manually apply scale after spawning)
Fixed mods calling ConVar.global.quit(null) failing due to the new argument check
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WIP adjusting underground network thresholds based on EnvironmentVolumes marked as part of train tunnels (needs tuning, currently marks most of the underground system as part of the caves layer)
Fix not being able to reskin industrial door with spraycan
Added server.allowUndergroundNetworkGroups replicated convar to control the new underground groups behaviour, enabled by default
Should not be modified at runtime, set it on startup
Added espcanvas.UseRandomTeamColours convar, will render the nametag of teams with a random colour (requires espcanvas.ColourCodeTeams to be true)
Uses a selection of 49 colours based on the team id, if more than 49 unique teams are on the server then colours will start repeating
WIP editor for TweakUIPresetSelect for easier editing of preset blocks
Applied new changes to ak for testing
Exposed support for IK hint on left hand
Simplified editing process, eliminated a few button presses
Sample three points from the aim poses instead of two, use barycentric co-ordinates to blend between them
Update model components, disable deprecated stuff
Fix conflicting right hand aim
Merge from world_update_2
Merge from world_update_2/waterwell_update
Another pass on vending orders
Remove some old hacks to fix save games (again)
Added explicit versions of TakeFrom to eliminate param[] allocation
Fixed dead npc shopkeepers using the wrong loot panel, a symptom of them not using the correct corpse prefab
Involved moving CreateCorpse override up a level from HumanNPC to NPCPlayer, this turned into a bit of a refactor as I cleaned up the copy+pasted CreateCorpse methods in FrankensteinPet, ScarecrowNPC and GingerbreadNPC, exposed any differences in their corpse generation process as virtual properties (see CorpsePath, ShouldCorpseTakeChildren, KeepCorpseClothingIntact, OverrideCorpseName, ApplyLoot, CopyInventoryToCorpse)
Remove Gibbable, GroundWatch components from new planters, mark them as immortal
Added 1x planter to water well A
Added 2x planters to water well B
Fixed parenting of planter in water well D and E
S2P all wells
Apply an item category to the individual wallpaper skins so OnValidate stops complaining
Fixed the binocular overlay not scaling correctly with interface scale
Replace Physics.Raycast with GamePhysics.Trace inside BasePlayer.CheckLookingAtVisible, fixes not being able to pick up dropped items that are dropped in terrain collision ignore areas (notable in power plant)
Merge from hackweek_accessibility_colourblind
Fixed deuteranopia typo
Adjusted default deuteranopia values based on feedback
Update manifest, fixes revolver not loading
Updated the mesh sampling system on the spraycan free spray to find and use a valid wallpaper renderer, fixes free hand sprays appearing below wallpapers
Added an alternative dryfire rate so that the dryfire animation can be played faster than the fire rate on slow firing weapons
Set to 0.2 on the revolver
Convert all the awning assets used in outpost to MeshLOD (was using LodGroup)
Merge from world_update_2
Merge from waterwell_update
Merge from world_update_2
Merge from waterwell_update (for initial playtest)
Fixed NPC shopkeeper not respawning
Manually reimplemented the vending machine changes on this branch
Merge from parent (many merge issues, will need some fixing)
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Merge from world_update_2