813 Commits over 365 Days - 0.09cph!
Merge from naval_missions
Reduce default mission valid states work queue budget from 0.3ms to 0.1ms
Merge from missionreward_stack_fix
- Remove option to check inventory space for rewards before completing missions, this is now run on very every mission
- Add some guards to while loop when dispensing rewards to prevent potential infinite loops if something goes wrong
- Getting the total required reward item slots for a mission also correctly checks item slots required for bonus rewards
Merge from naval_missions
Add some logs to help figure out why it's possible for an index to be out of bounds when accessing mission objectives
merge from artist_pack_dlc
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
Merge from artist_pack_dlc
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
Merge from artist_pack_dlc
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
Merge from artist_pack_dlc
- 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
Merge from artist_pack_dlc
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
Merge from artist_pack_dlc
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
Merge from naval_missions
Merge from naval_missions
Merge from naval_missions
Fix potential key has already been added exception in Server_RequestValidMissionsUpdate
Also check the length of the static work queue before adding players to the collection of players requesting an update, instead of checking IsInvoking which checks an action only on that player
Merge from artist_pack_dlc
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
Merge from naval_missions
Codegen
Increase max distance on tutorial mission 8 position generator
- Always check if a player can accept the mission before assigning it
- MissionInstance now saves the provider as type IMissionProvider rather than BaseEntity
- Fixes for registering tutorial pings on SpeakWith objective type
- Don't try to save the dialogue graph if in play mode