branchrust_reboot/main/artist_pack_dlccancel
38 Commits over 31 Days - 0.05cph!
- Paintball overalls now have the applied colour saved as part of the item data. This enables being able to dress up mannequins with different coloured overalls. Also fixes corpses overalls colour if swapping out the corpses worn overalls
- Mannequins now do the check for clothing occupying under/over clothing slots. This fixes overalls not updating to the correct hood up/down mesh when on mannequins
- Paintball overalls item icon now updates to show whatever colour that overalls item last had applied
- Removed an unnecessary allocation when saving mannequin protobuf data
- Fixed a pool leak in PlayerModel when updating overalls colour
Fix issues with paintball overalls not always updating colour on the viewmodel arms
Update paintball ammo UI sounds and fix description localization key
- Paintball gun no longer applies paintball colours to the particle effects of entities which have custom impact effects setup
- Fixed train bell dinging every time we just wanted to know what its impact effect is. Bell now dings when it's attacked
Add DecalOffset component to allow decals to be offset along their relative y-axis
Added this to paintball decals to fix most issues of them not appearing on some building surface types. Still an issue for the hard side of shipping container walls, might need an additional option to set per surface type.
Fix paintball and pistol ammo english strings
Fix paintball impact decals sometimes using generic bullet impacts
Other impact effects should now be set to global if the effect happens to land on an entity. Global impact effects have spawn distance behaviour disabled if the initiator player is the local player. Looks like a bug, as it was set to be global if we hit non entities.
Update some damage protection properties for paintball damage type
Similar to the water gun the server already sets damage to 0 if we're not hitting the right kind of entity, but made sense to update these anyway
These damage protection properties also had not been configured correctly for bee stings and water
Squash compiler warnings on server profiler test
- Fix null exception that could occur from putting paintball overalls on mannequins
- Fix issues with paintball damage, now should only do a tiny amount of damage to players, animals and NPC's, 0 damage to everything else. Does more damage if you're wearing overalls and shooting another player with overalls
- Add separate servervars for scaling standard paintball damage and damage when overalls are on
- Fix paintball colour not updating correctly in local 3rd person camera
- Fixes for when entering network range of another player who is holding a paintball gun, their colour and ammo amount should now be showing correctly
Fix paintball impact effects being all fucked up
Fix server/none compile errors
- Setup paintball gun third person ammo effects
- Modified paintballl gun world model ammo shader so it has a smoother transition between filled and empty
- Fix overalls viewmodel arms colour being updated from other players
Fixes for getting the predicted post reload ammo count and paintball gun viewmodel
Remove some unnecessary allocations from methods in BaseProjectile
- Paintball gun viewmodel improvements
- Add method in BaseProjectile for the client getting the predicted ammo count at the end of the next reload, can be used to update visual stuff without having to wait for the actual ammo count to update, ala paintball gun
- Remove useless code from HeldEntityHolsterEditor that was throwing null exceptions
- Paintball impact particle effects setup, unintentionally causes multi coloured water splash effects but it kind of works so fuck it
- Some small work to paintgun viewmodel
- Rebuild manifest, commit changes relating to this DLC pack
Paintball gun viewmodel change somehow missed commit
Fix null ref on paintball decals
Fix paintball overalls having both mesh groups visible without a hat on
Paintball gun progress
Paintball splats still using placeholder decals but are showing with the right colours for all players
Paintball pellet colours also now getting updated in viewmodel
Modify hat/head wearables which had head clothing slots set for both under and over to now only be set to over, so that they can be worn with clothing items which are set to be underneath head.
This is in line with other head item wearables.
- Paintball overalls mostly functional
- Update WearableNotifyConditionalClothing to be able to check for clothing both under and over the source wearable, and for a clothing slot match only on specific slots
- Changed PlayerModel.HasClothingUnder to return the bitmask value of all clothing slot matches both under and over the source wearable
- Remove garbage allocations from SkinnedMultiMesh.FindParts
Comment out player state stuff from paintball code for now to get it compiling on the client, wasn't totally functional yet anyway
Assign steam item to paintball ammo item definition
Add error log before trying to access a potentially null steam item in UIBlueprints::UpdateBlueprints
Remove impact effect log spam
Commit paintball gun code progress
Merge from artist_pack_dlc_old/paintball_overalls