13,059 Commits over 2,831 Days - 0.19cph!
Cleaned out broken shrub prefabs from airfield
Fixed walkways not getting included in HLOD mesh resulting in floating mesh
Fixed a misaligned shadow proxy on wall_plaster_300 prefab
S2P power_sub_big_2, harbor_1, harbor_2, powerplant, trainyard and water treatment
Fixed ladder_prop prefab having a box collider instead of it's mesh collider
Affects dome, wooden cabins b/d/e, lighthouse, water well b/c/d/e
S2P junkyard and launch site as they also used the offending walkway prefab
Fix several walkways at dome using the wrong collider and blocking bullets where they shouldn't
Merge from spectator_team_fix
Another attempt at fixing the spectator display showing incorrect team member names while spectating
Also made a small performance improvement
Store the last code entered into a code lock in player prefs so it gets saved between servers and between client restarts
Merge from travelling_vendor/dynamic_pricing
Summary: vending price changes now take place in real time and will occur every 5 hours by default (was tied to in-game time and was happening 4 times an hour)
Decouple dynamic pricing entirely from in-game time, now operates off real time
Renamed IntervalHours to PriceUpdateFrequency, defaults to 5 hours (this will also ensure the new defaults roll out next month)
Add npcvendingmachine.addHours for testing now that env.addtime will no longer affect npc vending prices
Added NPCVendingMachine.UseRealTime toggle, will use the system clock instead of the in-game clock when adjusting prices
Recommend adjusting IntervalHours down dramatically when using this option so that prices don't take 5 real time days to adjust (setting this to 5 would match the current behaviour)
If changed at runtime resetDynamicPricing should be called afterwards to resync the pricing to the new clock
This would also have a side effect of making prices adjust while the server is offline - prices will be processed to make up for the missing time when a server is booted up again
Fixed a wall with incorrect LOD values in trainyard culling too early
Fixed homing missile launcher UI staying on screen if player is being spectated and the spectator changes target/goes into free cam
Fix shipping container walls ColliderInfo component missing Opaque flag, preventing spray can sprays from working on them
Merge from zipliine_improvements
Increase max zipline length to 185m (was 175m)
Merge from zipline_improvements
Fixed several powerline platforms missing the correct PathSequencePowerline component, resultilng in too many zipline platforms spawning
Increased the maximum distance a zipline can travel to 175m (was 150)
This brings the same test map used on this branch to an average zipline distance of 216m (was 188m and is 121m on release) but brings down the total zipline disance to 19km (was 30km and is currently 20km in release)
The inflation in total zipline distance in the last revision was largely driven by ziplines overlapping each other and making a bit of a chaotic mess of lines, this is now much cleaner
▇▌▉▌▊ ▅▄▇▋ ▇▄▇▊▄▅▅▇▄_▌▊▌▇▉▇▌▄_▌▌▇
▌▅▆▅▅ ▄▉▌ ▌▊▋▅▇▉▌ ▋▋▊▌▍▄▉▊ ▊▍ ▊▋█▉▌▋▇▅ ▊▆▇▄ ▉▋▋▍▉▊▍▋▄▄▋ █▊▉ ▊▄▄▄▆█▊ ▅ █▆▄▆▄▌▇ ▄▊▆▉▊▅ (▍▅ ▄█▍▋▌▍ ▊▍▄▍▆▅ ▆▄ ▊▄▌██▆█▍▇▉▄▇▄ ▇█▌▍ █ ▊▍▄ ▉▇▊, ▋▆▌▆ ▍▇ ▌ ▋▅▍▄▆▋▅▋▊▊)
First pass on browser info
Hook up win and lose animations
Merge from community_improvedcountdowns
More changes, thanks Plastic
Implement PR #56 for community UI - countdown component improvements
Minor changes made to PR for improved backwards compatibility and formatting
Also improved the Load Custom UI editor button to automatically open the tests folder
Fixed misconfigured roll bones on player model
Adjusted aim spine v2 settings on lr300
Adjusted spine look at weights on player model for less leaning, rely more on the head for movement
▍▌▉▊▋ ▋▄█▋ ▌▅▅▉▆_▌▇██_▌▇█▋▋▌██_▆▇▋
█▉▌█ ▇▍▉▍▉█ █▇▌ ▋▅▋▄ ▌▋▍▇▉▉█▇ ▋▇ ▋█▊ █▊▅▄▅ ▍▌▊▄ ▉▉▄▇█ ▅▆'▆ ▊▍▅▆▍█
Merge from fishing_full_inv_fix
Fixed fishing tackle mission soft locking if the player has a full inventory when they try and return it (do the inventory full check before we clear the required mission items)
Player model cleanup
Added a blocking state to the 3rd person animator
Added spawn.shielddummy command that spawns a bot with a shield equipped for testing
First pass on damage logic
Shields can take hits and the hits are absorbed by the items condition
Shields can have different ProtectionProperties like a BaseCombatEntity
Shields can take hits when mounted on the back and abosrb the damage like they were held
Broken shields won't appear at all
Converted the isGestureViewmodel field on viewmodel into a new viewmodel type variable, also has a shield type
Fixes bullet casings ejecting from the players camera while a shield is equipped as well as some clothing issues
Temp model
Added a new shield hands layer to the 3p animator that only masks the left arm, just has an idle for now
Hold RMB to block with the shield (only visible in first person right now)
Cannot attack while blocking
Hide the left arm of viewmodels when a shield is active (rotated off screen)
Hide the viewmodel shield while reloading weapons
Made a simple shield viewmodel, seems to just work as expected as the shield entity is getting the correct OnDeploy/OnHolster client events
Added a shields inventory loadout for testing
Can now use M92 with shields
Can no longer ADS while a shield is equipped
Fix parenting issues
Don't allow throwing melee weapons while a shield is equipped
Initial implementation work
Created placeholder item and entity
Item goes in backpack slot and will be automatically equipped when a valid held entity is equipped (enabled on salvaged sword for now)
Adjust position of industrial adaptor and lock slots slightly to better fit the model