128,516 Commits over 4,201 Days - 1.27cph!
Merge from puzzle_reset_changes
merge from floating_cities
Elevators now have a Power In slot on every floor, if any elevator in a stack has power the whole stack will be considered powered
Still WIP, have one edge case issue to fix
Merge from eye_wearable_fix_2
Another attempt at fixing hazmats with WearableEyeViewAdjustment still displaying the head when a player is killed while wearing (krieg, pilot hazmats mostly)
Also fixes those hazmats not showing the head mesh on the invisible verison we use to render local player shadows
Allow all the frankenstein parts to be added to conveyor filters
Allow frankenstein mask in conveyor filters
Fix reload/attack animation playing for the local player from a worldmodel perspective provided we have a viewmodel
Remove Viewmodel ghosting
Fix dismount NRE
naval_update -> turret_viewmodel
vendor_ui_drone_accessibility -> main
- Show if a vending machine is accessible by a drone in the regular map
- Shows same result as in the admin ui
- When updating any building parts nearby a vending machine perform a check and see if we need to update the marker
- Add profiling
Restored AutomatedTests scene in Scenes menu
Added back PasteEntitiesEditMode in copypaste so we can edit raiding test scenarios
Had to split PasteEntitiesInternal into multiple methods
- Took a stab at fixing the worst flex UI known to man (my vendor ui)
- Reorganised the layout, cleaned it up a bit
- Fixed close button not aligning with the listings
Merge from junkpile_jump_improvements_2
Water junkpile ladders use the force look at option so players don't briefly go into ladder mode when running off the side of the junkpile or when they are facing the wrong way underneath a junkpile
Merge from horse_medsyringe_healing
- Fix horse health not updating correctly in main vitals HUD
- Horse health now gets a special horse icon in the vitals HUD. Cog icon is still used for other vehicles
- Fix medical syringe showing horse speed boost as an incorrect percentage, now shows extra km/h
Store drone accessible state on the map marker
Added a setting in the editor prefs to disable tests list export when entering play mode
Disabled by default
Subtract
135187 (revert water jump out height to 13)
Align the sort settings to the top of the loot panel for large containers, the bottom for small
Cleaned up client/server ores tests
Added comments
Merge from box_sorting_ui
merge from puzzle_reset_changes -> main
Add radiation to launch puzzle reset
S2P
Move trainyard puzzle reset on top of the puzzle room (only half covered it?)
Add radiation to trainyard puzzle
S2P
Add radiation to dome puzzle
S2P
Shifted puzzle reset so it covered the entire sewer branch puzzle
Add radiation
S2P
Fixed item test RPC factory
Fixed NRE when spawning auto NPC turret ent without their targetTrigger set
Fixed NRE when spawning legacy shelter
FindBaseCombatEntityPrefabs exclude prefabs with CannotBeCreated tag
Assigned the CannotBeCreated tag to cartable base prefab
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Add radiation to satellite
Shrunk puzzle reset to the keycard room: covered the entire monument
S2P
Shrunk radtown puzzle reset range and centered on the building: it was huge
Enabled radiation
S2P
Add radiation to power plant main puzzle building
S2P
Updating meta data for v4 update anims
Enable radiation on NMS
S2P
Try merging two existing puzzle resets into the larger one so we only have a single RadiationTrigger in the monument
- remove PuzzleReset generator that had no IO connections
- move it's SpawnGroups over to the other PuzzleReset
Enable radiation on the new single puzzle reset
S2P
Skip spawning Xmas event gifts to debug.invis players