111,242 Commits over 3,928 Days - 1.18cph!
Merge from elevator_world_deploy_fix
Adjust the lower bounds of the world deploy volume of elevators so they can more easily be placed on foundations that are close to the terrain
Merge from additive_timeline
PrefabReplacer now has a string lookup mode as well as it's normal selection mode
String lookup mode can include inactive objects, as well as exact matches
All replaces done with this tool now support a single undo operation (eg. replace 4 objects with a prefab, a single undo will undo all 4)
Add Facepunch.AdditiveTimeline plugin
Merge from set_local_player_visible
Show the white cubes and arrows when deploying IO entities too
Merge from demo_shot_delete_fix
Fixed error when deleting a folder with demo shots inside
Camera recording convars now only save pos/rot/scale and fov changes in the resulting animation file
Hemp slightly more neon for visibility
ForceDetailColour script now defaults to white with 100% alpha
SaveShotFolderAsAnim command now accepts a string parameter, if provided only shots in the provided folder will be saved. Passing no string will save shots in the root folder
Added SaveAllShotsAsAnim, exports all shots regardless of folder
Configure a bunch more prefabs & configure important vs unimportant ports
Fix water IO ports not working
Fixed shield inputs being processed while inventory is open
Fixed shield deploying when it shouldn't if the shield was placed in the backpack slot while an incompatible held entity is equipped
Fixed holstered shields parenting to the spine bone with a 70m offset
Wooden shield variant setup
Set up improvised shield prefab variants
TowingAttachment compile fix
Ballista aiming logic wip
Added a setting for mountables to override player eyes rotation
High priority ports will show regardless of being marked as "main power"
Reposition industrial conveyor electrical ports so power in & out is on top & sensor outposts are on the bottom
- did while marking direction of each port
Mark certain IO ports as higher priority, only show the important ports by default
- main input, output & passthrough power considered important by default
- `io_arrow_mode` convar to control behavior
Optimized the crap out of Large Furnace lighting, with close proximity placement spam in mind.
No shadowcasters needed anymore and should also fix bounding box smoke flickering.
Feedback and polish on catapult and textures
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DDraw arrows in & out of IO ports when looking with a wire tool
Show IO port direction as an arrow instead of a line in the editor gizmo
Configure a direction for every IO port for every deployable IO entity
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transforms on improvised shield
Change input to jump only
Mountable:
- Added dismount on input
- Added eye override pose
- Adjusted poses when on mountable
- Changed mountable spawning behaviour
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Check if navmesh if ready on wolves, even if movement is currently disabled
divesite_despawn_fix -> main
Doubled divesite check radius
- Still low enough to properly despawn divesites
- High enough to allow swim to surface
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▇. ▍▆▌▇_▅▊▄_▌▌▄▄▅▋▉▍ = ▉.▍▋;
▋. ▊▆▊▍_▌██_▉█▌▅▄█▋▍_██▊▄▇▄▋▌ = ▉.█▌;
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Fix assert firing when wolf doesn't lock on a target because of an early out, but then tries to release the lock (harmless but prints errors)
Make lock system API more intuitive and less error prone
Added Catapult Explosive Ammo Blockout Model
added TowConfig prefabattribute that's retrieved and combined between two objects when towing begins
- combines to the most restricted settings of both configs (a towing object may allow free rotation on an axis that the towed object may need to restrict)
cars ticking tow attachment properly and handling detaching