12,846 Commits over 2,192 Days - 0.24cph!
Fixed shield resetting to idle briefly in 3rd person when getting shot/hit
Improved projectile hit handling for shields
Due to the thickness of the player capsule on the server the player often fully encompasses the shield collider, leading to the shield missing shots that it should be blocking because the shot hits the player first
Server fired and player fired projectiles now do an additional check when damaging players to see if the shield should block the hit by checking the racyast against the equipped shield
Fixed melee vm hit block animations not playing
Merge from delete_entity_by_id
Merge from fishtrap_restart
Merge from clearUGCByPlayer_fix
Merge from version_auto_printout
Run the version command on client startup
Merge from bag_pickup_auth
Fixed bag interactions when in auth
Added snap sockets for the triangle planters to the triangle foundation and triangle floor piece
WIP system to track food spoilage
Operates via new ItemModFoodSpoiling that stores a countdown in real time for how long an item remains unspoilt
Added a new getSpoilMultiplier callback to ItemContainer that can modify the rate food spoils when items are contained within it, powered fridges reduce the rate by 90%
Fridge is now an IO entity, requires 5 power
Fixed a rounding issue when receiving scrap from trades with dynamic pricing applied
Merge from scrap_exchange_dynamic_pricing
Merge from root_label_fix
Merge from ice_sculptures
More adjustments, can now accept either a player ID or player name
Adjusted clearUGCByPlayer convar to not require the player to be online
Removed a WaterVisibilityTrigger from the root xmas dungeon prefab
Move AnimationUtil to an editor only namespace
Merge from primitive/prop_offset
Applied to high caliber revolver as well
Cleanup, moved most logic into a new Facepunch.Utility.AnimationUtil class (GetClipFromFBX, GetLocalPositionFromClip, GetLocalRotationFromClip)
More progress, created a process to extract a generic animation curve from a humanoid animation to sample at any given point at edit time
Involves duplicating the asset, converting it, sampling it and then deleting it so it's not fast, but at least it works and we shouldn't need to do this on many entities
Fixed fish traps not working after a server restart if they were loaded with bait before the server saves
Remove disabled boombox model in car radio store preview prefab
Manifest rebuild
Fixed car radio not saving it's current radio station through a server restart or when reocnnecting to a server
WIP support for adjusting r_prop bone on the hands layer shield blocking state, values need to be cached per affected weapon via the new ShieldHeldEntityOffset component
Fixed a rotation calculation that was in world space instead of local space when assigning the initial node hotspot after the first hit
Should fix the node hotspot sometimes jumping to the other side of the node on the second hit
Fixed incorrect hit sfx on all ores and wood piles
Added deleteEntityById convar
Takes all ids provided so multiple entities can be deleted at once (eg. deleteEntityById 1143 1144 1145)
Show all asset types if no search input is provided
Added a new Create Asset tool that has a search function, should be much easier to create new custom asset types compared to browsing through the massive context menu
Adjust the gesture pack store page column layout to better fit the screen when UI scale is low
Adjust skin ids to fix conflict with ice sculpture
Show the crosshair when looking at a reskinnable entity
Fixed case where IO connections would get lost on reskin
Show barrel and squeeze on the debug cam info panel
Merge from root_label_fix
Editor.ForceLabel will now apply the label to the root gameobject even if a non-root object is provided
This would have fixed several issues over the past week with StringPool not correctly generating all of the strings and throwing exceptions during builds