10,948 Commits over 1,950 Days - 0.23cph!
Fix shipping container walls ColliderInfo component missing Opaque flag, preventing spray can sprays from working on them
Merge from zipliine_improvements
Increase max zipline length to 185m (was 175m)
Merge from zipline_improvements
Fixed several powerline platforms missing the correct PathSequencePowerline component, resultilng in too many zipline platforms spawning
Increased the maximum distance a zipline can travel to 175m (was 150)
This brings the same test map used on this branch to an average zipline distance of 216m (was 188m and is 121m on release) but brings down the total zipline disance to 19km (was 30km and is currently 20km in release)
The inflation in total zipline distance in the last revision was largely driven by ziplines overlapping each other and making a bit of a chaotic mess of lines, this is now much cleaner
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First pass on browser info
Hook up win and lose animations
Merge from community_improvedcountdowns
More changes, thanks Plastic
Implement PR #56 for community UI - countdown component improvements
Minor changes made to PR for improved backwards compatibility and formatting
Also improved the Load Custom UI editor button to automatically open the tests folder
Fixed misconfigured roll bones on player model
Adjusted aim spine v2 settings on lr300
Adjusted spine look at weights on player model for less leaning, rely more on the head for movement
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Merge from fishing_full_inv_fix
Fixed fishing tackle mission soft locking if the player has a full inventory when they try and return it (do the inventory full check before we clear the required mission items)
Player model cleanup
Added a blocking state to the 3rd person animator
Added spawn.shielddummy command that spawns a bot with a shield equipped for testing
First pass on damage logic
Shields can take hits and the hits are absorbed by the items condition
Shields can have different ProtectionProperties like a BaseCombatEntity
Shields can take hits when mounted on the back and abosrb the damage like they were held
Broken shields won't appear at all
Converted the isGestureViewmodel field on viewmodel into a new viewmodel type variable, also has a shield type
Fixes bullet casings ejecting from the players camera while a shield is equipped as well as some clothing issues
Temp model
Added a new shield hands layer to the 3p animator that only masks the left arm, just has an idle for now
Hold RMB to block with the shield (only visible in first person right now)
Cannot attack while blocking
Hide the left arm of viewmodels when a shield is active (rotated off screen)
Hide the viewmodel shield while reloading weapons
Made a simple shield viewmodel, seems to just work as expected as the shield entity is getting the correct OnDeploy/OnHolster client events
Added a shields inventory loadout for testing
Can now use M92 with shields
Can no longer ADS while a shield is equipped
Fix parenting issues
Don't allow throwing melee weapons while a shield is equipped
Initial implementation work
Created placeholder item and entity
Item goes in backpack slot and will be automatically equipped when a valid held entity is equipped (enabled on salvaged sword for now)
Adjust position of industrial adaptor and lock slots slightly to better fit the model
Adjusted LOD levels to match vanilla TC
Increased the default npc vending machine IntervalHours to 5 in-game days
This means that prices will adjust themselves every 5 in game days, used to be 4 times a day
This should result in more stable prices and smooth out the sharp drop off of prices a week into a monthly wipe
Simplify TwistCorrectionComponent
Ported the two bone IK component into our framework
Updated the twist scene with a more representative example of bone shearing
Made an example scene for the twist component
Fixed the TwistCorrectionComponent resetting it's initial rotation offset value every time the component is updated, preventing it from working at all
Gibs, more closely match icon
Set up skin, rebuild deployable prefab to keep consistency with base TC
Added a timeout and make sure the UI is layered properly in the HUD
Add some fallbacks if a player dies, walks too far away, is wounded, etc mid game
Converted the RPS gesture UI into a non blocking UI
Added UI support for draws