13,597 Commits over 2,710 Days - 0.21cph!
Merge from root_label_fix
Merge from ice_sculptures
More adjustments, can now accept either a player ID or player name
Adjusted clearUGCByPlayer convar to not require the player to be online
Removed a WaterVisibilityTrigger from the root xmas dungeon prefab
Move AnimationUtil to an editor only namespace
Merge from primitive/prop_offset
Applied to high caliber revolver as well
Cleanup, moved most logic into a new Facepunch.Utility.AnimationUtil class (GetClipFromFBX, GetLocalPositionFromClip, GetLocalRotationFromClip)
More progress, created a process to extract a generic animation curve from a humanoid animation to sample at any given point at edit time
Involves duplicating the asset, converting it, sampling it and then deleting it so it's not fast, but at least it works and we shouldn't need to do this on many entities
Fixed fish traps not working after a server restart if they were loaded with bait before the server saves
Remove disabled boombox model in car radio store preview prefab
Manifest rebuild
Fixed car radio not saving it's current radio station through a server restart or when reocnnecting to a server
WIP support for adjusting r_prop bone on the hands layer shield blocking state, values need to be cached per affected weapon via the new ShieldHeldEntityOffset component
Fixed a rotation calculation that was in world space instead of local space when assigning the initial node hotspot after the first hit
Should fix the node hotspot sometimes jumping to the other side of the node on the second hit
Fixed incorrect hit sfx on all ores and wood piles
Added deleteEntityById convar
Takes all ids provided so multiple entities can be deleted at once (eg. deleteEntityById 1143 1144 1145)
Show all asset types if no search input is provided
Added a new Create Asset tool that has a search function, should be much easier to create new custom asset types compared to browsing through the massive context menu
Adjust the gesture pack store page column layout to better fit the screen when UI scale is low
Adjust skin ids to fix conflict with ice sculpture
Show the crosshair when looking at a reskinnable entity
Fixed case where IO connections would get lost on reskin
Show barrel and squeeze on the debug cam info panel
Merge from root_label_fix
Editor.ForceLabel will now apply the label to the root gameobject even if a non-root object is provided
This would have fixed several issues over the past week with StringPool not correctly generating all of the strings and throwing exceptions during builds
Allow players to pick up any sleeping bags/beds if they are in building auth, even if they are owned by other players
Fixed asset labels on all new shields, manifest
Only apply auto turret behaviour when actively bocking with the shield
Some protection value changes
If an auto turret is aiming at a person using a shield, adjust the targeting to shoot at the shield
Adjusted improvised shield collider
Update attack loops on reinforced shield
Delete animator controllers for wooden, reinforced and improvised shields
There are overrides setup for each shield viewmodel variant, we should be using those
Shortened the transition between melee_atk_loop and melee_atk_end to fix the slight hold when going straight to block
Don't allow the shield to block while the held weapon is playing it's deploy animation
Merge from scrap_exchange_dynamic_pricing
Fixed the out of stock calculation not taking into account the new scrap multiplier
Fix disabled audio source warning when reconnecting in range of an active car radio