12,360 Commits over 2,101 Days - 0.25cph!
Added support for showing all members of every team on the map while spectating
For this to work the spectator needs to run "global.toggleSpectateTeamInfo 1" to start sending the data
By default all teams are shown, on the client the BasePlayer.filterSpectateMapTeamID can be used to filter to a specific team (0 = show all teams)
Map markers are shown in the correct team colour and will match their nametags
RelationshipManager.createAndAddToTeam will no longer NRE when attempting to assign a player to an existing team (they will get assigned to that team)
Moved colours for friendly/hostile/clan into static colours instead of the player nametag prefab for access elsewhere
Merge from Twitch_Rivals_IV
Merge from Twitch_Rivals_IV/racing
Added a timeout for races (WaypointRace.raceTimeout convar, defaults to 15 minutes)
Move WaypointRace component to vehicle position every frame so the player will never leave network range
Tighten up toast wording
Improve GameObjectToggleState handling in different hierarchies
Added a GameObjectToggleState state machine behaviour, can specify a range of an animation in which a given gameobject in the hierarchy can be on or off
Assigned to single reload anim to toggle the ammo mesh on and off
Fixed barrel attachments not working (transform needed to be called "barrel")
WIP support for showing multiple teams on the map view while spectating (and potentially all players?)
Added a Waypoint Race system
Can be started via WayPointRace.startRace convar
Will look for a series of waypoints based on a passed string, eg. calling "startRace air_race" will make a race out of the named waypoints with the air_race prefix (air_race0, air_race1, etc)
All vehicles within 20m of the starting waypoint will be considered participants
Players receive a toast with a time at each checkpoint, a toast when they end the race with their final position and time and when all players have finished the race a timing sheet for everyone is sent via chat
Added a helipad start point to craggy island with an example set of waypoints
Add global.updateNetworkPositionWithDebugCameraWhileSpectating, allows the debugcamera to update network groups as it moves around
This will only work if the player is currently spectating, when this enabled and a debugcamera is active the spectating player will be unparented from their spectate target
Added Mint (teamid 9000/colour aeeeee) and Lavender (teamid 10000/colour ffe7ff) to the set of hardcoded team id colours
Added RelationshipManager.createAndAddToTeam that takes a uint parameter for easy testing (eg. RelationshipManager.CreateAndAddToTeam 9000 will make a new team with that ID and assigns the player in front of you to that team)
Added a new item definition field - treatAsComponentForRepairs
Our repair cost calculation will automatically substitute any items in the Component category with another resource, but some deployables have been using items in the resource category like CCTV cameras as a crafting cost
By marking an item as treatAsComponentForRepairs, it will use the desired behvaiour even though it's in the wrong category resepair wise
Applied to RF Broadcaster, RF Receiver, Targeting Computer and CCTV camera
This should fix repair behaviour on Auto Turrets and Computer Stations
Also fixed some rounding issues that could result in a repair csot of 0 for a given resource, the minimum repair cost for any ingredient will now be 1
This behavioiur should be consistent between the hammer and the repair bench
Label power input on audio alarm
Standardised convo 4 and 6 so that the loopback conversation option is always the last option in the list
Properly remove tutorial island respawn options when finishing the tutorial
Merge from tutorial_island
Disable drop to ground on ore spawners, might stop ores getting placed on the ocean floor underneath the island
Fixed loading during a tutorial not working
Merge from tutorial_island
Remove missing component from terrain asset
Another link test
Fix TreeEntity merge issues
Rename new shotgun folder to M4 Shotgun
Fixed attachments not apperaing due to lingering, disabled attachment slots on the prefabs, this fixed attachments appearing on the viewmodel
Removed duplicate Model components on the entity, this was causing attachments to not appear on the held entity
Apply the heldEntitySpineAimOffset to the head as well (still looks bad, but slightly better than before)
Moved IK settings on Held entities into a dropdown
Moved disable spine IK and disable head IK into the held entity
Exposed a spineAimOffset, this modifies the target angle of the spine IK per held entity
Fixed multiple tea and pet vital bars appearing (we should modify GameUI.Hud.Vitals in future instead of adding vitals in parent prefabs)
Split different IO budget systems into specific queues by type. This should allow servers to maintain responsive monument IO even if something player deployed is throttling the IO queue.
Removed IOEntity.framebudgetms convar
Added IOEntityconvars:
-frameBudgetElectricHighPriorityMs (default 1ms) -monument IO entities
-frameBudgetElectricLowPriorityMs (default 0.5ms) -all player placed electrical entities
-frameBudgetFluidMs (default 0.25ms) - all player placed fluid entities
-frameBudgetKineticMs (default 1ms) - a small selection of monument entities like door wheels
-frameBudgetGenericMs (default 1ms) - currently unusued
-frameBudgetIndustrialMs (default 0.25ms) - all industrial entities (this is separate from server.frameBudgetIndustrialMs where most of the work happens, hence the small budget)
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Merge from tutorial_island
Move tutorial island in slightly to prevent getting out of bounds killed on proc gen maps
Fixed in terrain checks not working on tutorial island
Fixed player inventory preview not displaying correct clothing after assigning a player to a wanted poster
Don't allow trophy bags to be marked as On (and show the cooking symbol) if they are in the inventory of a horse and a player mounts that horse
Fixed some wire tool exceptions when attempting to make an industrial connection through solid objects
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Merge from tutorial_island
Merge from tutorial_island
Merge from tutorial_island
Increased the size of the global LOD grid to account for tutorial island placement, fixes everything on the island getting culled
Move islands closer to the edge of the map
Add some logs to the MeshTerrainRoot process to try and catch what's going wrong in the build
Add the unity timeline package to the link.xml to prevent il2cpp from stripping the classes
Update new avatar meta guid
Merge from PlayerRIgUpdate/unity2021
Merge from tutorial_island
More bundle assigning for cinematic, removed terrain to mesh dll at runtime
Manually include the end cinemative in the asset bundle