10,950 Commits over 1,950 Days - 0.23cph!
Use backpack specific offsets on each weapon holster info
Apply specific rotation/offsets for both rocket launchers
Added an override bone option to WearableHolsterOffset, allows a piece of clothing to override which bone entities parented to a slot go into (eg. move back mounted weapons to spine4 while a backpack is equipped)
Initial implementation of new player remains bag model
Show closed state if bag hasn't been opened
Show open state once bag has been opened
Show debris if the bag has been opened and has more than 3 items in it and it's rigidbody is resting
Reduce strict time limit back down to x3 frame budget
Added an early out in the industrial conveyor logic that will stop the split item being created if there is no obvious place for it to go on the target output container
An unneeded split item could still be created and then rejected from the container in some cases, but this should dramatically lower the number of items being created and then destroyed as part of the conveyor process
Don't enforce the strict transfer time limits on the first transfer a conveyor does, as that involves some intial pooling that won't reoccur (likely less problematic in a build)
Fixed some cases where the strict time limit wasn't being enforced properly
Fixed spraycan not reassigning the owner id of entities when reskinning to a redirect skin
Merge from tutorial_island
Show a ping for the campfire and furnace mission step
Replace the metal frags step with a requirement to produce 10 frags, rather than have 100 in your inventory
Fixed tutorial loot barrel throwing r/w gib errors
Add more crafting propmts to help text (low grade and hammer)
Add a sprinting help popup
Reduce crafting times by 75% while in tutorial
Split tutorial help prompt triggers out into standalone gameobjects per trigger, loading multiple onto the same trigger volume seems unreliable
Added ability for deploy objectives to look up using item defs instead of just BaseEntity (still need to support BaseEntity due to building blocks)
TutorialBuildTargets can now detect redirect skins
Make initial crafting objective use proper item names eg. "Stone Pickaxe" rather than just "pickaxe"
Update dialogue for NPC in build base convo to more accurately reflect where the base is now
Update soft side help text to mention x shaped structure
Capitalise bandage on kill the bear mission
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Fixed bardoors loading in the incorrect location, sometimes when entering network range on the client and sometimes when loading a save on the server
Show paddle tutorial prompt the whole time the player is in the kayak
Some more placeholder cinematic stuff
Merge from tutorial_island
Realign cinematic entity in protobuf so it doesn't collide with metal detector
Merge from texture-memory-review2
Protobuf, reapply planner changes, manifest
Added a ShouldSuppressLeftHandScreenShake option to new ViewmodelCameraAnimation component, disables the automatic left hand screen shake applied during reloads
Rework into a standalone component ViewmodelCameraAnimation
Applied to paddle viewmodel for testing
Added a cameraModifyBone field to the viewmodel, when a transform is assigned to this its rotation will be added additively to the final camera position
Eg. if this bone is rotated 2 degrees on the x and raised 0.1m the camera will do the same
Could be used for authored camera animations on viewmodels since the bone could be assigned to a helper bone in the animated hierarchy
The bone needs to start at a neutral pos/rot (0,0,0 on both)
Player will now look at a designated point during the tutorial cinematic (see postRotationLook and postRotationLook in PlayerEyes)
Removed all unused tutorial videos
Remove descriptions from tutorial missions, they're not used
Player clothing is now rechecked for changes when a demo is scrubbed, fixes cases where scrubbing past clothing changes woudl result in the player not having the correct clothing equipped visually
Added an extra blocker above the tutorial island to stop missiles or flying vehicles
Merge from tutorial_island (merged all shader changes keeping changes from tutorial_island, since they should be the most up to date)
Fixed some rotation and parenting issues
Fixed teleport2marker command not working when called from a keybind
Passing teleport2marker a -1 argument will now teleport to the last placed marker
First pass on a simple entity copy+paste system for QA and media purposes
debug.CopyEntitiesInRange takes a name and radius, will copy all entities in the radius using the players position as the reference point
debug.PasteEntities takes a name and will paste the target entities, using the plaeyrs current position as the origin
IO entities that are included in the paste are rebound locally, so any contained circuits will be recreated
Entities are saved in the server directory (EntityCopies folder) and can be reused/saved externally/etc