139,563 Commits over 4,383 Days - 1.33cph!
Add can't afford overlay panel to prototype button, toggle as needed.
Show FAILED overlay on prototype button for 3 seconds on failure.
Codegen.
Industrial Storage - blockouts and initial prefab configuration
Hook up prototype failed overlay
corrected empty grid logic
Restore water wheel reference to its sounds to fix NRE spam
Move prototype button next to unlock button, keep single unclock cost display at the top
Still show icons as locked, even with prototype installed.
Skinning pass for diving suit and diving tank
added ultra wide screen script/offset to bowless crossbow viewmodel prefab
switch to AnyPlayersInSphereFast to inline non-npc + trigger volume checks against players, avoids gathering all players in a huge region to then get a passing check on the 1st one, still provides information on whether the grid regions checked were all empty to allow the trigger to stop ticking
Subtract
147919 merge from terrain_lower_fixes
additional boat types, missing files
Renames
Add a skinnable for half shelves and single shelves
Created new hidden/uncraftable base storage horizontal and vertical storage barrels
Added skins for original storage barrels, abyss, warhammer and jungle versions
Can now use the spray can or repair bench to reskin between these versions
Future items can now just mark themselves as skins of the hidden base barrels and they will be treated as a normal skin
No changes to crafting menu, these barrels still appear as separate items there
Check AlphaMap isInitialized on AdaptMeshToTerrain to prevent editor errors
Fixed code locks on cars disappearing (except for the red spheres) after too many code attempts
Swapped the red sphere material to an opaque version so we don't get weird depth fighting issues
Fix NRE when renaming a demo shot to a name that already exists
Fix case where holstering a mobile phone mid call would result in some inputs being ignored
Remove log when loading player inventories for the first time
merge from playerrigupdate2
Modified skinning on the leather gloves
Updated underwear male/female meshes
Updated player mouth/voice logic to work with new player models (and made jaw rotate as well as move)
Add another parameter to chat.add2 so modders can put text before the username without polluting the client's name cache
Speculative fix for changes being lost in the graph view of conversations from copilot
Split dump commands into parts (adding, no change to original)
- Animators
- Entities
- LODGroups
- Network
- Physics
- Root Objects (all gameobjects all scenes)
- Warmup
- System info
More workbench UI work for prototype upgrade
Replace temporary firing animation with the mortar attack animation, implement handle rotation, fix low/high sweep transitions not fully crossfading.
Change mortar yaw transform to not rotate the whole mortar with it, fix all the bugs involved. (mount/look rotation)
Deployable test for containers missing inventory open & close sounds
Flags the new tin can alarm
fix CCTVRemoteCamera missing vclouds and vfog components
Blend between low/high sweep animations on mortar when aiming/up down to make hand IK not look crazy.
Add a way to use multiple animation handles with the player model.
fix default rotation of pumpkin in painting menu
tighten up waterwheel dismount positions
Initial setup for new vending machine admin ui
update phrases
- fix overfished message
- waterflow message
- lootinsafezone msg
More monument scene lighting fixes for updated assets.