113,734 Commits over 3,959 Days - 1.20cph!
Prevent wire tool from NREing when trying to right click remove points if it gets into an invalid state
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Added new entity privilege system. Swapped legacy shelter over to using it.
Oops, already had some code for PositionTickRate
Use FixedUpdate tick for the player corpse position sync. Seems to keep them in sync with vehicles they're on a bit more reliably
Added support for showing all members of every team on the map while spectating
For this to work the spectator needs to run "global.toggleSpectateTeamInfo 1" to start sending the data
By default all teams are shown, on the client the BasePlayer.filterSpectateMapTeamID can be used to filter to a specific team (0 = show all teams)
Map markers are shown in the correct team colour and will match their nametags
RelationshipManager.createAndAddToTeam will no longer NRE when attempting to assign a player to an existing team (they will get assigned to that team)
Moved colours for friendly/hostile/clan into static colours instead of the player nametag prefab for access elsewhere
Don't interpolate ragdoll rigidbodies on the server side. This change actually improves the collisions, weirdly enough.
Set default ragdoll collision mode to Continuous Speculative - same rationale as for dropped items
Enabled ragdoll <-> vehicle collision
Fixed AddRenderer on SkeletonSkinLOD being called before Awake when using server-side ragdolls
Merge from Twitch_Rivals_IV
Merge from Twitch_Rivals_IV/racing
Added a timeout for races (WaypointRace.raceTimeout convar, defaults to 15 minutes)
Move WaypointRace component to vehicle position every frame so the player will never leave network range
Tighten up toast wording
Merge main -> ServerSideRagdolls
Improve GameObjectToggleState handling in different hierarchies
Extended "Developer/LocalCoord Diffuse" shader to support Alpha and AO; added optimized variants without textures
Added a GameObjectToggleState state machine behaviour, can specify a range of an animation in which a given gameobject in the hierarchy can be on or off
Assigned to single reload anim to toggle the ammo mesh on and off
Changed HBHF from radial menu (hold E) to a dialog (like electric branch)
Added checkbox to toggle "Authorized Players" and "Unauthorized Players"
Changed default of HBHF from auth + unauth -> unauthed players only
Allow configuring HBHF before they are plugged in, as long as you have building privledge
Fixed barrel attachments not working (transform needed to be called "barrel")
Fix clan table map shader compile error
Added ablity to pickup carlift if its not in use.
Add deployable filter category to industrial (the "Items" F1 tab) as it was missing
merge from main with the holy re-serialized materials of deeath
latest greybox content... and it's a wrap before review
merge from waterguns_last_burst_fix
merge from contact-shadow-intensity
merge from TugboatDeployableCollisionFix
merge from qol_diesel_despawn
WIP auth system for shelter.
Added basic priv to shelter using vehicles system.
Leather gloves 5min -> 20min
Roadsign gloves 5min -> 40min
Tact gloves 5min -> 40min
Spas12 shotgun 5min -> 60min
Basic tea 5min -> 20min
Advanced tea 5min -> 40min
Pure tea 5min -> 60min
Imported Legacy Furnace FBX, Textures and Materials
Setup Basic Prefab for the Legacy Furnace
Increase despawn time of diesel from 5min -> 60min (only changing despawn rarity)
3p m4 shotgun anim updates, setup override controller
mint and lavendar id_tags
Twitch Rivals hazmat variation
merge from BlackjackWhiteCardBackFix
Setup Legacy Furnace Folders
merge from water_junkpiles_boats
merge from junkpile_update_surroundings