1,219 Commits over 457 Days - 0.11cph!
Remove serialized field for VehicleSpawner on VehicleVendor, vendor now finds this automatically when spawned
Fix dialogue for purchasing calves appearing to be successful with insufficient scrap
Livestock vendor now says how much wool you need when you don't have enough wool to sell
If doing the underwater labs mission in a team, activating a boombox counts towards team members objective progress if they are currently in the same underwater lab
Change TerrainPath.FindClosest to use SqrMagnitude2D instead of Distance2D
Allow optional objectives to be omitted from missions, essentially discarding the objective due to them being unable to be completed but still allowing the rest of the mission to be played through
Allows underwater labs mission to be playable even if a lab has only 1 boombox
Merge from airwolf_repairable_pad
Remove serialized field for vehicle spawner repairable pad, now finds nearby pad when spawned
Fix a missing actionstring on one of the intro speech nodes
Merge from livestock_wool_conversation_fix
Show a dialogue option enquiring about wool with the livestock vendor NPC regardless of wool in player inventory
Various other small fixes to conversation tree
Merge from livestock_deathfx_fix
Merge from livestock_deathfx_fix
Fix death blood splatter FX appearing after livestock completes death animation
This was an issue with all ragdolls, all the active FX on the dying entity would restart once the ragdoll became active but it's less obvious on corpses which become ragdolls immediately upon dying
Fix issue with grenade starting in the wrong place when deploying the last in a stack in 1st person
Add setting for automatically closing entire inventory menu when moving away from a loot container rather than switching to quick craft
Fix ViewmodelLower lowering persisted viewmodels causing them to render incorrectly
Adjust timings for clear_holdtype events on 3p grenade anims
Add new animation susbystems for Grenade and HeldEntity. HeldEntity subsystems supports animations for picking up and dropping other items whilst holding the entity. Grenade subsystem inherits from HeldEntity
Convert F1 Grenade to use Grenade subsystem
Mergee from heldentity_persist_anims_subsystems_fix
Instantly release handles if no clear event is coming rather than doing fades, matches previous behaviour
Adjust F1 grenade drop clear anim event timings
Merge from powerplant_fuse_pop_scaling
Remove redundant int for tracking inserted fuses in PowergridManager
Add settings for scaling powerplant heavy fuse decay rate based on current server pop.
Convars for low pop cutoff, high pop cutoff, scale at which fuses should decay when at or below low pop.
Merge from heldentity_persist_anims_subsystems_fix
Only run fallback check against stuck persisted animations when necessary
Add persist settings to player model animations for the entities which used to have these, before these anims got replaced
Add a fallback in case of us ending up stuck in an animation that we were persisting but never received a clear event for
- Fix held entity persist player model animations (after using last item in a stack) not working with animation subsystems
- Remove a redundant List.Contains in AnimationSubSystem.ReleaseHandle
Adjust viewmodel drop release event time to match throw release event so grenade spawns at same time as before
Fix drop animation not playing on player model
Merge from airwolf_repairable_pad 🚁
Adjust helipad repair requirements
Code support for latest art assets
Adjust convar behaviours
Add audio muffling when wearing the prisoner hood
Not as muffled as heavy plate helmet so voice chat is still mostly unaffected
Fix missing decor and foliage prefab references on MonumentIsland scene, fixes grass and decor not appearing
Merge from monumentisland_foliage_fix
Fixes for latest art assets
Merge from fusebox_inserted_item
S2P all the monuments containing fuseboxes
Remove unused clan score event on RespawnableLootFridge
Fuseboxes now show the worldmodel for whatever the currently inserted item is
They now show a heavy fuse if one is inserted rather than a regular fuse
Forgot to push localization changes