140,543 Commits over 4,383 Days - 1.34cph!
Require LOS for hurt trigger on player placed lifts, prevents killing players if there's a floor between the player and the elevator
Fixed industrial furnace not retaining it's children (storage adaptors) when reskinning with spray can
Added a new ToggleThrownWeapon animation event, allows us to switch on/off the grenade visuals so they don't stay in the players hands all the time throughout a throw animation
Implemented on supply signal, smoke grenades, molotovs, beancans, flashbangs, bee grenades, f1 grenades and firecrackers
Fixed incorrect animations on the smoke grenade and firecracker animation overrides
New StateSync component for weapon animators
Looks for a matching state on the main player model and matches the normalized time on the weapon animator to ensure the animation stays in sync
Will need to be applied to each weapon individually, applied on HMLMG reload animation for now
Cherry pick
147457 (asset scene build optimizations)
Enable single frame parenting for AK mag drop effects
HMLMG mag drop now detaches from parent and plays in world space
Fixes mag being affected by weapon position/rotation of gun and motion blur issues
Don't set process affinity in editor if running batch mode
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Add safezone trigger to apartment complex and make the building blocked + safezone triggers a bit bigger
Calculate upkeep time per apartment based on amount of items inside storage
- only network to the players who own the apartment rooms
- cost is based on explosive items (as configured previously)
- payment is based on scrap that is inside your chests (may make a dedicated payment box later)
Show upkeep in bottom right when you are within the apartment complex
update apartment_complex_monument/prototype
Fix priority on apartment scene menu item
fixed normals on flame turret guidemesh
merge from main -> apartment_complex_monument
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Add mortar pitch display, refactor generic overlay to allow for appending prefabs
Exclude hidden redirects so the new barrels / shelves which now use dummy redirect base items don't fail all the tests
vendingmachine_ui_refresh -> main
WIP setting up dart board prefab
Second set of fixes - fake inventory compile errors
Compile fix - swap to using flags
vendingmachine_ui_refresh -> main
Clear hover over button fixes
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- Fix bugs with suggestions not being clickable
- More final polish
- Final style changes
- Added suggestions area in admin panel
Updated sprint anim (test)
Clean: removed FilterInvalidPlayers now that I've validated that all kicks were grouped at end
- cleaned up comments that pointed out kick locations
Tests: none, trivial change
industrial electric furnace
- added lods
- split glass and furnace
- updated item skin
- updated prefab
Bugfix: avoid NRE after kicking a player while iterating over a player cache
- consolidated all kicks in ServerUpdateParallel to end of the method
Tests: got kicked for terrain violations, no NRE
Update murderer (scarecrow) and gingerbread man to use new navmesh agent.
Replace navmesh agent of tunnel dwellers, bandit guard and underwater dwellers
Potential fix for scientists not spawning on cargo
Fix minor typo in WhatUsesThis
Delete old wolf prefab and class, a consequence of this is that the population convar is now "wolf2.population", todo rename wolf2 to wolf
Update: StableObjectArray.RemoveAtSwapback can now optionally invalidate stable indices
- added unit tests
Should help us maintain packed state of dependent arrays - will start converting current use cases next.
Tests: ran unit tests
merge from main -> fix_dynamic_occlusion_pausing