userJarryd Campicancel
reporust_rebootcancel

12,796 Commits over 2,315 Days - 0.23cph!

11 Months Ago
Added a button to update the skin list from the skin inspector rather than having to open the menu Set up skin assets for knight armour
11 Months Ago
Merge from main
11 Months Ago
First pass on a new type of NPC that has a generic list of missions Conversation screen automatically populates at runtime, bypassing the need to create custom conversations for each mission Autofill icon fields, autofill translation token fields when making new objectives
11 Months Ago
Added the ability for a mission to override the contents of a container spawned for a mission (so we can reuse a few containers instead of making new ones for each mission)
11 Months Ago
Missions now autoconfigure a heap of fields when created with the CreateAsset tool (shortname, translation tokens, id's, effects, registers with MissionManifest) Cuts out around 7 clicks when creating a mission from scratch
11 Months Ago
Can now specify a name for the newly created asset in the Create asset tool Can now delete child assets of a mission
11 Months Ago
Make the ID field read only Fixed create button on objective fields not working when creating embedded assets
11 Months Ago
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11 Months Ago
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11 Months Ago
Client side spoil timer now takes refrigeration into account and shows a little icon to communicate what's happening
11 Months Ago
Merge from main
11 Months Ago
Show time remaining until food spoils on the item information panel, updates in real time down to the second Spoiled food now swaps to a new item (like burnt food) rather than showing an icon Setup on corn with a temp icon
11 Months Ago
Merge from main
11 Months Ago
Merge from cmBrainEnabled
11 Months Ago
cmBrainEnabled convar is now cmBrainForceDisable, will disable cinemachine when enabled Disabled saving, made admin only
11 Months Ago
Merge from main
11 Months Ago
Merge from demo_shot_improvements
11 Months Ago
Fixed loop option not being respected if it was enabled while switching between shots
11 Months Ago
Try/Catch GetDefaultNewShotName in the DemoShotUI, will fall back to a generic name suggestion
11 Months Ago
Fixed interaction blocker in demo playback UI not working when the UI is disabled
11 Months Ago
Hooked up conditional mount brackets, will use a curved bracket when attached to the horizontal barrel
11 Months Ago
Basic handling for the hopper to recognise when the attached container is full Reuses industrial logic, so it won't try and collect items when it is full but it will collect items that it can stack
11 Months Ago
Hopper won't suck up items if construction (building blocks) is in the way It can pull items through deployables
11 Months Ago
Cleanup, moved most processing into budgeted methods (see server.hopperAnimationBudgetMs convar)
11 Months Ago
Require power to run, hooked up industrial ports so it can act as a storage adaptor Various prefab setup, fixed some item movement issues
11 Months Ago
More sockets
11 Months Ago
First pass on hopper functionality Setup attachment for large wood box, sucks up any dropped items in a 1.5m radius and deposits them into the attached container
11 Months Ago
Merge from holo_nvg_fix
11 Months Ago
Holosight reticle now resets to the default red colour while the NVG camera is on, eliminating the slightly different appearance of the different colours combined with the NVG post fx Automatically switches back to the selected colour when the NVG camera is disabled
11 Months Ago
Select the folder name input field automatically after pressing the new folder button Allow spaces in shot and folder names Take camera control immediately when starting a shot recording
11 Months Ago
Show the bone that the debug camera is currently parented to in the demo info at the top of the screen
11 Months Ago
Merge from effect_scene_error
11 Months Ago
Wrap all access to the effect scene so this error will be caught everywhere See EffectLibrary.MoveToEffectScene
11 Months Ago
Fixed exception when a player is disconnected while an effect with the EffectRecycle component was active (was trying to unparent into a non-existant scene)
11 Months Ago
Merge from telephone_name_fix
11 Months Ago
Increased the maximum length of a telephone directory name to 30 characters (was 20 but wasn't enforced in the UI so names would get cut) Telephone name field will now cap input to 30 characters
11 Months Ago
Don't replace the equipped shield if picking up another shield from the ground Only auto equip a shield in the shield slot if there is no shield is equipped
11 Months Ago
Fixed the equipped backpack being dropped on the ground if the player right clicks a backpack item in their inventory while the inventory is full Affects all backpacks, not just shields
11 Months Ago
FIxed water pistol not resting in hands properly while a shield is equipped
11 Months Ago
Fixed water pistol not sitting in hand properly while a shield is equipped
11 Months Ago
Fixed exception when equipping a shield while a shield compatible weapon is already held
11 Months Ago
Merge from cmBrainEnabled
11 Months Ago
Added debug.cmBrainEnabled convar to enable/disable a cinemachine brain attached to the main camera (if it exists) Convar is saved and defaults to off
11 Months Ago
ESPCanvas convars (DisableOcclusionChecks, OverrideMaxDisplayDistance, ColourCodeTeams, UseRandomTeamColours, etc) will now work if the player is first person spectating Previously only worked if the local player was in debug cam mode
11 Months Ago
Added a nicer way to GetActiveShield(), cuts down on some repeating inventory reads Don't show the crosshair when blocking with a shield while a gun is equipped (you can't shoot anyway)
11 Months Ago
Another attempt to fix the player corpse not implemented exception
11 Months Ago
Call SetHeld(false) before clearing the owner player rather than after Fixes some logic in that method failing because it needs the owner player to be able to access the current shield if the equipped weapon is being dropped
11 Months Ago
Fixed case where player could hit their own shield with melee weapons
11 Months Ago
Enabled shield compatibility on: Skinning Knife Water Pistol Candy Cane Club Flashlight Concrete hatchet + pickaxe Lumberjack axe Shovel Bone Knife Frontier Hatchet Combat Knife Stone Pickaxe
11 Months Ago
Show whether a gun can be used with a shield in the info panel Minor layout reshuffling in the inventory, crafting and tech tree panels to support this