65 Commits over 61 Days - 0.04cph!
Fix workbench tech trees in vanilla gamemode
Fix changelog panel looking wrong when first opening it
Fix changelog button remaining toggled on if closing the inventory menu whilst changelog panel is open
Move field to server only
Show error toast if we fail to change a skin because a player is sitting in the skinnable item
Add toast error messages when unable to pickup items
Split out logic into different boiolean methods for checking whether we should display the pickup option and whether the item can be handed over. Sometimes we don't want to show the option at all, sometimes we want the option to pickup but then know why we can't via toast
Several items now have the option to pickup and will then display a toast message on failing, where they did not have the option to pickup before (and you wouldn't know why)
Made some small changes to WaterPurifier code to make some of what it's doing a bit clearer
Fix camera position not updating when recentering map view
Upon first time opening map automatically centre on player
Merge from hardcore_refresh
Configure max horn time and rate limit
Needle now moves when tapped during admire animation
Adjust needle swing settings, now settles faster from big swings
Remove last uses of node shortnames
NPC statements now copied over too
Merge from ammocontainer_garbage
Fix typo in primitive changelog
Workbnech is no more. Rust is once again playable
Remove garbage allocations from calls to FindItemsByItemID
Merge from fix_ammo_contents_bug
Fix for amount to reload value when switching ammo types being wrong if ping wasn't low enough.
Changes to dialogue tree editor:
- Support for new node types (entry node, branch node)
- All dialogue trees now have and start at the entry node, with conditions for which speech node to start at defined in the graph editor window rather than in scripts
- New node creation window
- Nodes are now stored with GUID's and we use these to determine connections rather than shortnames
- Updated all existing conversations to work with these changes, all *should* be mostly working as before. Where some scripts are still relying on shortname values things will break
- Various other small fixes and improvements
Merge from waterpump_occlusion_fix
Fluid switch and powered water purifier loop audio now also affected by occlusion.
Merge from tugboat_toot 🎺
Restore changes and fix compile errors
Change UI sounds and fix NRE when deployed in third person
Water pump idle loop audio is now affected by occlusion.
Merge from compass_gameplay