10,968 Commits over 1,950 Days - 0.23cph!
Reapply changes from ghost_sheet_fixes (move cloth bone controllers to a separate gameobject that is turned on and off via GameObjectLOD instead of turning off the LOD0 mesh entirely)
Define sprinting and not sprinting open animations
Bar door animator updates, removed some legacy stuff we don't need for this door
Use a cached property hash on door opening
Bar door can now delay it's opening based on the player state (so we can play an animation), we can remove the delay in the animator as a result
Updated holder loot panel to use generic resizable
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Store the clothing of the player with the head object for reproduction later
First pass on a new detached head in a bag item
If the gathering item has this behaviour enabled in the gather settings a head item will be produced on the last gather hit on the corpse (enabled on the butcher knife for now)
The item is non-stackable and stores the relevant information about what NPC it came from (player data still wip)
Added an Inventory information panel that displays what animal the head was gathered from when selected in the inventory
Change grade context menu NRE fix
Merge from tutorial_island
Close any existing tutorial modals when opening a new one
Can no longer talk to the NPC between missions
Rename scientist to survivor
Fix NRE during Kayak mission
EntityMenu attributes on entities will now appear using proper english in the radial menu, even before we run phrases
Uses a new AddOptionPhrase method on ContextMenuUI, this can be used when manually adding options to a context menu (eg. wiretool) although I haven't updated those since we've already had them translated so they appear fine
Merge from tutorial_island
Setup kick gesture (hidden in wheel)
Shaved a second off the animation for more responsiveness
Testing out storing a user id in a skull item as well as the name
Delete the empty gibs mesh, we'll just use the full gibs
Icon
Splashable, igniteable, gibs, condition, save/load
Initial torch implementation
Added support for frontier door to open in both directions based on what side the player is on
Manifest, id fixes
Added new GestureDoor component, plays a gesture on the player who opens the door, applied on frontier door
Added a player inventory config for testing
Play a bear roar sfx during the bear mission conversation
Don't play sfx for pings created by the mission objectives
Give more starting resources in base building mission
Don't turn the mission provider to face the player
Description fixes
Show all declared flags on the EntityFlag_Toggle inspector (needs to be declared in const fields)
Mesh.quality affects DecalCull component
Look at the conversation NPC's actual model head instead of the static eye position
Merge from tutorial_island
Added an ignore terrain option to MonumentNavMesh to stop nav mesh being generated under the tutorial island
Fixed laser and torch attachments not activating properly after a server reload if the turret was powered during the save
Converted random switch, memory cell and blocker to use existing glow materials instead of modifying them to hardcoded values at runtime
Fixes these entities lights not glowing like other IO entities, will be more maintainable going forwards
Fix wiring issue when standing on top of mixing table