12,618 Commits over 2,284 Days - 0.23cph!
Fixed a case where a player would receive client NRE's if they were talking to an NPC and another player accepted a mission while the original player had the conversation open
Merge from binocular_uiscale_fix
Merge from prefab_replacer_improvements
Delete prefab replacer in the Window menu, should be fully superseded by my new implementation
Added a UI indicator when the player selects a RPS option
Fixed player spine look not working after ending a gesture
Added global.clearVendingMachineNamesContaining - will clear any vending machines that contain the string provided
Added global.clearUGCByPlayer - will clear any UGC (not just vending machines) that has been touched by the provided player. Works with steam ID's or player names
Protobuf gen, server compile fix
Fully disable the RollBone class (couldn't see it active on the player model but just to rule it out)
Added across the board support for presets in all the TweakUI classes
Added first pass Low, Medium, High, Max presets in the graphics options menu
The UI scale slider now applies 0.1s after the mouse is released rather than while the mouse is held down
Move the graphics settings in the options menu into a standalone prefab
Render TweakUIDropdown as a dropdown in the preset editor
Show a colour in the Preset select editor
Move the shield to the back while reloading a projectile weapon
Recache the viewmodel renderers
Added a deploy delay so the player can't block immediately while the deploy anim is playing
Added melee and ranged shield impact slots to player model and viewmodel animators
Can no longer sprint while blocking with a shield
Fixed blocking flag not being applied on server
Added ShieldBlocking state to hands layer (inside Idle_StateMachine)
Fixed hotbar 1-3 inputs not working while the RPS gesture isn't active
Log cleanup
Merge from corrupt_prefab_handling
Added "Tools/Find/Corrupt prefabs" to easily catch merge issues, scans entire project for prefabs that haven't been imported correctly
Takes about 5s to scan whole project
Catches kayak issue from earlier in the week and another UI prefab issue
Try/catch LifeInfographics method that iterates over every entity in the project so it can gracefully handle corrupt prefabs (and print out the name of the corrupt prefab)
Fixed gesture system spamming warnings while on tutorial island
Took the chance to clean up a bunch of client side logs when setting up the tutorial island renderer
Remove the WaterVisibilityTrigger from MineDungeon, possibly causing missing water when exiting the halloween dungeons
Show the current shield health with the health/hunger/vitals
Move the player vitals into a FlexLayout, remove a bunch of hardcoded layout code as a result
Also filter out murderers, scarecrows and zombies on the tutorial island
Don't allow halloween/xmas dungeons to spawn on the tutorial island
Fixed shields not getting properly initialised when using spawn.shielddummy command
Added a damage mitigation factor to all shields, shields will absorb this percentage of damage and then pass the rest of the damage onto the player.
This is applied after the Protection properties are applied, so we can still vary how different shield materials affect damage
Split scarecrow and murderers into different prefabs to properly support the death screen and head bag systems
Updated Scarecrow.Population and the halloween tunnel prefabs to add in the new prefab (weighted 75/25 scarecrow/murderer to match the previous behaviour)
Setup reinforced wooden shield prefab
Add melee attack state on 3rd person animator
Added admire to viewmodel animator
Added override controllers for each shield viewmodel
Hook up deploy on 3rd person shield layer
WIP support for storing which NPC clothing loadout was active on a corpse, to support more accurate head bags and death screens when killing NPC's that change appearance via loadout (notably arctic scientists and scarecrows/murderers)
Fixed viewmodel renderers on non metal shields