12,359 Commits over 2,101 Days - 0.25cph!
Add Position and Rotation offset to ViewmodelCameraAnimation component, works around any strange offsets coming out of maya
Set up appropriate offset on minigun and disabled the FadeInTime
Add a ladder volume to harbor_crane_static
S2P both harbors
Add new HideInPlayerPreview toggle on Wearable, enabled on minigun backpack
Fix top elevator opening it's doors incorrectly when the elevator is called to the bottom floor and is already on that floor (again)
Potential fix for some elevator doors in NMS not working after a server restart
Don't spawn the child door in ServerInit if Rust.Application.isLoadingSave, this is likely due to recent monument entity serialization changes
This was resulting in a new, overlapping door getting spawned every time a server saves/loads
Add ViewmodelCameraAnimation component to the minigun viewmodel
Add a FadeInTime to property to that component that fades in the effect over a given time, softens the impact of the starting offset in the source animation clip
Add a parent volume to the mesh ladder on the rotating cranes, prevents players falling off if they are on the ladder while it rotates
Adjusted rotation of static crane on harbor_2
Fix for spawn.cargoshipdockingtest command with parameters not working when multiple harbors are in the world
Fix for "Look rotation viewing vector is zero" warning during crane movement after a server restart
Fix starting rotation not being saved properly resulting in crane making strange movements when resetting after placing a container after a server has been saved and loaded
In the event that this was not saved (staging saves) a crane will copy the rotation of the docking cargo ship as it's starting rotation which should mostly fix the issue
Make all LODs on cranes dynamic
S2P both harbors
Merge from save248/crane_lods
Discard changes on this branch to harbor_crane_dynamic_pickup and harbor_crane_dynamic_rotate, they were unable to be merged with the changes that happened on save248 after this was branched
Reimplement LODs on all renderers on both cranes, updated decals
Fix minigun backpack visual not being removed if player drops minigun item
Added a prefab information to CargoShipTest so it can appear localised and with an icon on the death screen
It's currently missing an icon
Fixed cranes picking up containers not properly aligning their coliders on the server, leading to flyhacks and bad movement
Fixed the find scrap tutorial step not working if player finds the hidden crate first
Don't show the minigun backpack model if the player has anything equipped in the backpack slot
Add viewmodel camera animation component to minigun viewmodel
Zeroed out the camera transform so it's at 0,0,0 pos/rot
Added WearableWhileEquipped property to HeldEntity, allows us to add a piece of clothing onto the character whenever the player deploys that entity
Merge from minigun_2024/viewmodel_camera_anim (support for modifying camera pos/rot via a dedicated animated bone on the viewmodel)
Cherrypick
91693,
91692,
91667 from viewmodel_camera_anim (skips the changeset with LR anim changes, out of scope for this month)
Fixed containers not getting properly parented to cargo ship after a server reboot if the server was shut down while the cranes were working
Reserialize every material in the project (1527 changed materials)
Fix progress bar not working
Move skinnable asset into root Tool Cupboard directory and fixed prefab name
Make BindRendererBouds component IClientComponent to fix asset warmup issues in server prefabs
Updated construction guide mesh
Fixed not being able to convert a retro TC to a vanilla TC with spray can (make it's repair target the retro TC item def so that spray can understands the relationship)
Fix spray can not copying over authorized players when switching between redirect TC skins
Merge from harbor_tweaks_4_cargoship
Adjusted resting position of container pickup cranes so the arm rests at around 40 degrees, should make it easier to climb when not moving containers
S2p both harbors
Fixed rotation on hanging ladder on rotating crane
Merge from harbor_tweaks_4_cargoship
Fixed cargo ship not finding nearby cranes if more than one harbor was in the world at a time
Put a heap of debug logs in case this still doesn't fix the issue
Fix swing bridge moving on the Y slightly when it opens and closes at harbor_1
Merge from harbor_tweaks_4_cargoship
Enable r/w on swing bridge collision meshes
Another tugboat spawn change for harbor_2
Moved tugboat spawns in both harbors to the other side of the island
Shrink container spawn check slightly
Merge from harbor_tweaks_4_cargoship
Adjusted cargo dock position in harbor_2
Removed all RendererBatch components from the container dressing
Marked all MeshCull scripts in the dressing as dynamic
Don't spawn containers if an entity is blocking the spawn point (includes players, vehicles and deployables)
Other slots should pick up the slack and get more spawns but if all slots are occupied no containers will spawn a ship docks