13,105 Commits over 2,831 Days - 0.19cph!
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Added some more console responses when using the inventory loadout commands
Added inventory.listloadouts to list all saved loadouts
Loadouts will now save the contents of an item, so weapon attachments will now be saved/loaded
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Codegen + mainfest + protobuf id changes
New WaterInflatable protection config for boogie board and inner tube, makes them much more vulnerable to bullet and slash damage and fixes them being invulnerable to thrown weapons
Also fixed paddling pool not taking damage from thrown weapons
Pressing the up arrow key while typing a demo name in the demo recorder UI will now fill in the last recorded demo name (for easily naming takes like 001, 002, etc)
Made a client version of the out of water check since the buoyancy check will only work on the server in builds
Inherit 50% of player velocity when placing boogie board
Update some error strings
Add MIDI support for multiple commands separated with ; and toggle commands prefixed with
Don't allow empty commands
Added support for binding commands to MIDI channels, can use channel 0 to accept any channel (the old behaviour)
Only show hostile marker when within 200m of a safe zone
Merge from thirdpersonskins (bone club, bone knife and satchel charge skin fixes)
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Don't open crafting or inventory while debug camera is active
Don't show hostile note if LocalPlayer no longer exists (like in a demo)
Move the mounted UpdatePlayerModel to before modelState.FrameUpdate (fixes players switching to standing for a frame when taking damage while mounted)
Apply 70,90 third person camera fov clamp for boogie board
Reassign summer DLC skin ID's to be non-random
Fixed skin not getting applied to thrown satchel charge
Skin also gets applied when picking up a dud satchel charge
Fixed skins not applying to bone knife and club in third person
Refactor node setup process
Fixed failed node connections not saving
Setup new node flow
Can modify shortname
First pass on setting up override gibs for all construction blocks and disabling r/w where possible
Fixed spawning gibs for conditional models that aren't active
Gib preview sprites in editor UI now appear immediately
Added an UI prompt to disable r/w on meshes that are fully overriden by primitives
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Make sure prefab exists in ConditionalModel attribute setup
Re-enable auto sync transforms
Make targetprefabid an accessor with private set
Only get transform.position once during land direction check
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Remove distance stat tracking (we never used it)
Only get world velocity once
Use existing server directory method to save and load loadouts
Use existing client directory method to save and load midi binds
Return a pooled list
WaterVolume trigger is now always on so we don't have to do a Vis check to wake up any rigidbodies in the pool
Lowered upwards force amount when waking up an inflatable
Moved the wake up process to WaterInflatable
Refactored duplicated skin ownership checks into a method