11,031 Commits over 1,950 Days - 0.24cph!
Basic support for picking up player painted signs and retaining their texture
Only covered basic signs right now, picture frames and neon signs still unsupported
Fixed some cases where the occupied UI wasn't showing when looking at a submarine
Don't show swap seats option on duo submarine if all of the seats are full
Only show occupied if the player is looking in the appropriate direction
Added a new Flag_FullCapacity to vehicles
Don't show the mount option if a vehicle is at full capacity
Show a new occupied option with a cross when looking at a full vehicle (does nothing)
Added a new Reserved flag as BaseVehicle and it's inheritors were using every reserved flag
Fixed an NRE when loading
Added a tooltip explaining that a seat is occupied
Changed default name of sleeping bag in camper
Description update, mark camper module as default blueprint for testing
Better temporary barbecue positioning inside camper module
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Add extra vertical force and modify flip force when flipping boats that are in the water to more reliably get them right side up in one push
Flip away from the player rather than always in the same direction
Large planters now snap to the centre of foundations
Don't show the key code visually on the memory button in the code lock screen (regardless of streamer mode)
Added entity.deletebytextblock that takes a text block and parses it for player ids, then deletes all entities owned by that player
The id's need to be at the start of the line. Can be used to copy the results from ent auth to delete a large selection of entities
Only show the planter container open option when aiming at the edge of a planter
Append the total amount of an item in the inventory to the pop up in the bottom right of the screen if the item can stack in greater than 10 units
Garage doors now disable their door colliders when fully opened, fixes colliders blocking placement on the floor above
Disable mips on sign texture while painting (only affects the paint UI, not the actual sign)
Can now voice chat while painting signs (neon and normal)
Added voice chat icons to painting dialogs (right aligned so they don't block the painting)
entity.deleteby now accepts multiple steam ids (eg. entity.deleteby
123456 654321 456789)
Can press Reload on the lock screen key to input the last entered code
Updated the tooltip to mention the shortcut
Added a button to the code lock screen to enter the last entered code (hides the code in streamer mode)
Doubled speed of fade in when using binoculars
Binoculars now start at smallest zoom level instead of maximum zoom level
Added a text search box to skin selection on repair panel and crafting menu
Fix main camera exception when opening workshop scene
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Fixed dances not properly cancelling when mounting seats that don't allow gestures
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Don't accept change tab input (tab) on developer tools if the developer tools aren't open
Added font auto sizing to item description in crafting menu
Don't overwrite materials when saving new materials, append a number
Added Tools/Cinematic/Copy Player that copies the current player model into a static mesh, ready to be prefabbed
Copies and applies the various material property blocks so skin and hair colours are applied (hair colours still have some issues)
Saves materials into root Assets directory
Camper gibs setup
Overhauled how we gib conditional objects inside of prefabs:
Instead of manually adding unique id's I've added a new IsConditional bool to the Gibbable component that adds a new stub component that isn't a PrefabAttribute. This component stores the new automatically generated id of the gib (based on a name hash) and we use it's active state to determine which gibs to spawn when an object is destroyed.
Updated conditional refresh editor button to turn on this new bool for vehicle modules.
Added new SpawnConditionalGibs helper extension to easily use this behaviour when required.
Updated both Ice walls, easter egg projectile and candy projectile with new system
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