11,048 Commits over 1,950 Days - 0.24cph!
Add foot IK trigger to workcarts
Fix foot ik changes not applying while parented (whoops)
Fixed case where inaccurate spins remaining would display in slots UI
Added a new foot IK anchor trigger that locks the foot IK to a specific transform and updates every frame
While standing in this trigger we can use the anchor's transform instead of physics raycasts so it should actually increase performance
Added the new trigger to the static elevator lift
Setup assets for more existing gestures
Holster the current weapon when starting a gesture and deploy that weapon at the end of the gesture
Added support for specifying the layer of a gesture
Fixed up some misconfigured animations on the player animator
Fixed not being able to spin on slot machine if it had scrap in it before the client connected
Fixed spins not animating if player dismounts while spin in process
Fixed reel positions in the wrong visual location when loading on the client
Fixed shading of item icons on slot machine UI
Fixed being able to open scrap storage on neighbouring slot machines
Raised dismount points slightly so they're not blocked by ground
Icons, fixed NRE's when using a gesture with nothing equipped
Moved the door manipulator on one of the stairwells
Increased elevator speed per metre (1.5 -> 2.5)
Cherry picked most of the code from the old gesture_menu branch (the merge looked tricky)
Moved the gesture configs into a scriptable object
Implemented deploying a new viewmodel specifically for gestures and quickly lowering the currently active viewmodel out of view to display the gesture
Revert unintended craggy change
Added an electrical output to the static elevator that outputs power for 10 seconds when the lift arrives at that floor
Hooked up hidden door manipulators to each of the elevator doors that are triggered by the above
Replaced all of the elevator buttons
Merge from workcart/button (stomped button placement, will need to reapply)
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Remove accidental throw in ServerMgr
Invoke the boat flag change and remove the per frame check so the latest flags are always set
Don't use a local boolean when adding to queues, just rely on the builtin contains check
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Made a Press button prefab for the train tunnel elevators and wired them up to all of the elevator floors
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Manifest, merge fixes, codegen
Merge from map_optimisation
Use RustLayout on shop map marker cluster
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Revert accidental changes to deployable elevator
S2P tunnel entrance, run some more DoPrepare
Fixes missing top elevator at tunnel entrance
Added a StaticTop field that controls whether an elevator entity is at the top (saves some raycasting)
Ran DoPrepare on elevator.static.top to fix prefab id
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