12,474 Commits over 2,131 Days - 0.24cph!
Buttons in elevator shafts now read "Call Elevator" when interacting
Fixed elevator doors not opening if you called an elevator from the floor it's currently on
S2P entrance monument
Comment out DDraw in TrainEngine.Server
Server/Editor only OnDrawGizmosSelected in AIMovePoint
Elevators will no longer move if you go up or down a floor and you're at the top or bottom of the shaft
Fixes screen shake bounce happening when the elevator hasn't moved
Improved gib positioning for conditional models on building blocks (particularly stone foundation)
Fixed location of npc blocking slot machine
Add rottingflies.hide admin convar to disable flies pfx
Fixed duplicate gibs on workbench tier 1 and 2
Static elevators now default to the go to top/bottom option (can still go floor by floor by opening the full interact menu)
Fixed go to top/bottom using the same description phrases as the single floor option
Fix incorrect gib offset calculation on entities with multiple gibbable components on child objects that are moved/rotated
Trying out some more ways to bypass hold/deploy animations
Added three slot machines to bandit town
Fix not logging scrap spent on failed spins
Pulse emission material after a win
Adjust sprite material on payout widgets to change intensity based on time of day, they were getting way too shiny when lit by light sources at night
Hook up new jackpot particle effect
Spawn particle effect parented to slot machine so it gets aligned properly
Disable server side gameobject enabling/disabling every frame on hot air balloons
Refactor floating junkpiles to not run buoyancy if no players are nearby (player check is run in object queue so should scale appropriately)
Remove some allocations in ObjectWorkQueue
Remove gibbable component (static elevator lift is immortal)
Cleaned up some colliders and fixed physics surface
Fixed jittering when travelling down in the static elevator
Remove a redundant IsInvoking check
More foot ik work:
Remove new trigger added this morning
Fixed foot placement IK ray mask hitting incorrect vehicle layers
IK position is now stored in local space so it's smoother when going up and down in elevators (no prefab changes required)
This also fixes crouch foot dithering in while standing on vehicles and should improve IK stability in scrap transport heli's and modular car trays
Fixed hand IK grip targets in workcart cabin
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