12,913 Commits over 2,831 Days - 0.19cph!
Merge from protobuf_osx_fix
Merge from fix_vending_multiplier_widget
Fix incorrect text label on the scrap received multiplier widget in the map screen when inspecting a vending machine
Now matches the correct label when interacting with a vending machine in person
Both wooden shields now use wooden impact pfx
Fixed "ent kill" commands affecting shields
Fixed priority of block impact anims so they don't go via the idle state
Fixed left hand driven camera animation not working when shields are active
Split "Save Backpack Holster" option on HeldEntity inspector into two options, "Save Scene Position as Holster" and "Save Scene Position as Backpack Holster"
Added a "Save Holster Info to Prefab" button that copies the current holster values to the prefab asset
Don't show any of these options on Held entities if they are not in the scene (they would have failed anyway)
Adjust shield holstered positions
Removed some placeholder anims
Disable write defaults on shield idle
Fixed NotImplementedException on the client when a ragdoll collides with something
Fixed jittery movement when noclipping
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Merge from magnetcrane_deathscreen
Added forceDisableTurntableInItemStore option to steam inventory items, allows us to disable the 3d render in the item store if there is an issue (better approach than just hardcoding ids to check)
Enabled on advanced xmas lights
Added a prevent building volume to mine_tnl_entrance_xmas, fixes small space where building was possible in xmas tunnel entrance
Fixed shield resetting to idle briefly in 3rd person when getting shot/hit
Improved projectile hit handling for shields
Due to the thickness of the player capsule on the server the player often fully encompasses the shield collider, leading to the shield missing shots that it should be blocking because the shot hits the player first
Server fired and player fired projectiles now do an additional check when damaging players to see if the shield should block the hit by checking the racyast against the equipped shield
Fixed melee vm hit block animations not playing
Merge from delete_entity_by_id
Merge from fishtrap_restart
Merge from clearUGCByPlayer_fix
Merge from version_auto_printout
Run the version command on client startup
Merge from bag_pickup_auth
Fixed bag interactions when in auth
Added snap sockets for the triangle planters to the triangle foundation and triangle floor piece
WIP system to track food spoilage
Operates via new ItemModFoodSpoiling that stores a countdown in real time for how long an item remains unspoilt
Added a new getSpoilMultiplier callback to ItemContainer that can modify the rate food spoils when items are contained within it, powered fridges reduce the rate by 90%
Fridge is now an IO entity, requires 5 power
Fixed a rounding issue when receiving scrap from trades with dynamic pricing applied
Merge from scrap_exchange_dynamic_pricing
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