121,613 Commits over 4,048 Days - 1.25cph!
merge from steam_auth_tracking
more on bandittown xmas prefab, added some more icicle variants to static prefabs
Reduced the crafting time for embrasures
Reduced the crafting time for all grenades
temp code for placement effect test
merge from nicer_underwater_labs
Regenerated the vehicleediting loot panel. Was throwing errors post-merge.
Merge ModularCarCodeLocks -> Main. Replaces modular car key locks with code locks.
- At vehicle lifts: Add a code lock (same cost as a key lock was - 75 metal frags), view the code lock's code, change the code, or remove the lock.
- Damage a module down to 20% health or less to enable an interaction to break the lock (on the whole vehicle). Or push it to a vehicle lift (note: pushing codelocked vehicles is disabled in safe zones).
- Once you've entered the code once, you're whitelisted and don't have to enter it again.
- No guest codes, but I'm open to adding them if there's significant demand.
Fixed fuel tank interaction not working with keycodes
Vehicle keypad entry now supports all interaction types (storage etc), not just mounting
Throw-mounting works with new row setup
Player dying while entering a keycode in the vehicle lift keypad no longer locks it into Occupied state
Set lock destroy health to 20%
Fixed cryptic networking errors when spawning a car. It seems that you can't create new class instances inside a Load method. CarLock was being created there in some situations.
Fixed car locks getting errors if the save file had a null lock code.
ModularCarLock revert Save changes
Fixed the vehicle code lock light state not always being visually correct on loading from save. Modular car now has its own code lock protobuf content. Manifest rebuild.
More dressing & some prefab mat tweaks
Fixed missing mats on player prefabs
Temp hair and skin materials
Updated CreateMenuPrefabs
Additional skeleton prefabs
Use Player folder instead of PlayerMats
Improved naming iterator
Move materials into Hair, Skin and ItemSkins folder
Deployables no longer take components to repair
CopyPlayerTool now attempts to reuse matching materials in the Assets/Media/Materials/PlayerMats folder instead of creating new materials when copying hair and skin
Fixed server compile issue. Fixed changing lock code at the lift not updating the UI.
Fixed z fighting on module code locks. Fixed visuals not updating immediately after lock removal.
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Code lock entry fail effect now plays on all code locks attached to the vehicle
Only show "you died first (reason)" when requesting your own combatlog
Fix locker items going into first free slot
Fix multiple items going into first available slot when all slots are full
HLOD generation now ignores GameModeObjectToggle components
Fixes reclaim terminal appearing in outpost HLOD
Updated outpost HLOD assets, prefab is unchanged
Piano no longer uses closest midi note if it's missing a note
Disabled xmas lightstrip prefab
Merge fron nov22_community_merges
adjusted the offset to the arrow graffiti mesh on the caboose