243,461 Commits over 3,898 Days - 2.60cph!
Fixed fishing villages spawning inside harbors
Move ObjectMessages to here
Can move these object messages of the main network system now
More BytePack tests
Merge from metal_detector
merge from qol_drone_id_inventory
merge from qol_f8_server_version
merge from fix_team_leader_marker_toggle
merge from Twitch_Rivals_IV
Applied A, B and C variants to frontier wall
Added ModelConditionTest_Variant to add multiple variants of the same conditional model
Handle new packed rpc arguments
Carrying tweaks
Simplify message handling
Fix tcp sending out of order
Leaderboard backup, run #7636
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Quixel importer + directories
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Add a timestamp suffix to the filename of images exported from the paint UI
Made new hazmat suit a skin of the regular suit
NonSerialize BaseCombatEntity.lastDealtDamageTo
Default brush color white for pumpkin painting
Refactor / ensure it ignores types that aren't marked as serializable
Fix undo and redo buttons not showing when they aren't available
Fix default rotation for pumpkin carving
Add in the frame selector for neon signs
NonSerialize:
- F15.blockTurningFor
- LootContainer.FirstLooted
- ModularCarSeat.associatedSeatingModule
- UIChat.activeChannel
- ShopFront.customerinventory
- EasterBasket.lastCollectedIndex
- HeldEntity.viewModel
Move outside CLIENT or SERVER
- MissionPoint.Flags
Use new design for neon and pumpkin sign painters
Made them prefab variants to save us some work keeping them in sync
Editor tool to compare what fields are present for serialization in CLIENT vs SERVER mode because switching between CLIENT & SERVER causes long imports
- switch to CLIENT
- run `Tools/Cleanup/Dump Client Fields`
- switch to SERVER
- run `Tools/Cleanup/Dump Server Fields`
` run `Tools/Cleanup/Compare Fields`
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- Commit missing constant for the previous commit.
- Apply parent velocity to dropped items when they return from being kinematic. Sadly we can't really simulate physics in local space, but this seems to be a good enough workaround to stop them flying off
Include Harvestable layer in the stability notification to have it still notify kinematic dropped items (they may want to wake up)
Call OnPhysicsNeighbourChanged immediately if the parent is moving fast. Fixes a time delay on the queue causing the event in an old location, sometimes missing objects out
Fix Collider component not cleaning up its OnTagsChanged event
Rivals desk steam item setup
Rivals desk drops as burlap sack
Rivals desk now has same crafting costs as computer station
Rivals desk is now in electrical category
Rivals desk now has ground watch component
Add left/right hand hold parameters
Added ability to create blend trees in update script
Added a new PlayerAnimatorControllerUpdate class that automates any additions or changes made to the player animator, can be run via Tools/Animation/Update Player Controller from Main
This way we can always accept the latest changes and just clear any cahnges on this branch, then rerun this tool to get everything up to date
Currently only supports adding parameters
Enable IK on hands layer
Very vague implementation of some roll bones on the forearm helpers, right now it just lerps it's local rotation based on the starting rotation and the rotation of a target transform (in this case the hand)
Implemented on both arms, but it doesn't seem like these bones are skinned so it's hard to say if it's doing anything
Merge from main
81 prefab merges here so there could be issues, head.male.light00, spraycan.weapon and cake.entity all had unresolvable conflicts so changes on this branch had to be stomped
Fix not being able to enter the main code of a codelock when you are authorized on the guest code
Fix `ent changecode` and `ent changeguestcode` not working unless you previously set a code
Don't require admin privileges to use the downloadsign console command (to save sign images to your PC)
Increase distance to 0.4, 0.35 was a little tough with the rock