629 Commits over 273 Days - 0.10cph!
Merge from naval_missions
Fix some weirdness with how missions were first getting loaded from player state on player entered game
Expand log if loaded objective count data is wrong
Fix issues with clearing missions when resetting player state
Merge from deesea_alarm_component_remove
Commit dev.sand.mat because it's always popping up
Remove sussy muzzle flash effect on deep sea alarm effect prefabs
Merge from analytics_warning_fix
Fix unreachable code causing compiler warning in AnalyticsManager
Merge from naval_missions
Fix error when speaking to a NPC to complete a mission if that mission has no rewards
General cleanup of associated code
Subtract
141960 fix_npc_flanking
Merge from artist_pack_dlc
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
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