494 Commits over 214 Days - 0.10cph!
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
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Merge from naval_missions
Merge from naval_missions
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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
Remove garbage allocations from BaseMission.id property
Codegen
- Don't process which missions are available for a player if they have an active mission, or if they are talking to an NPC to complete a mission
- Request a missions update if the deep sea opens/closes whilst our map is open, not only when the deep sea opens
- Other minor fixes
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
Requests for what missions are valid on the server are now run on a work queue
- Fix some issues with position generators and exclusive mission points
- Fix issues relating to player state missions data and resetting player state
Merge from artist_pack_dlc_old/paintball_overalls