branchrust_reboot/main/general_qolcancel
225 Commits over 273 Days - 0.03cph!
Added a warning if the selected item is already researched at the research table
Refactored panel logic to use less nesting
Don't prioritise the last attacker in the assign to friend auth menu (turrets/bags)
Fixed RustButtons staying hovered if they are disabled in their OnRelease event (will need testing)
Expand tool storage in tool cupboard to 4 slots, can now store wire tool and hose tool
Update text on contacts sorting UI
Hide the cancel button on the loading screen when respawning
Pick the cheapest path to the target tech when displaying the required scrap to unlock a tech
Fix icon disappearing on tool cupboard loot panel, added some text to explain slots
Added two extra inventory slots to the tool cupboard that will only accept the hammer, planner and toolgun
UI still needs a little work
Can now left click and hold a tech on the tech tree to unlock it (1s)
Show much scrap is in the players inventory on the tech tree UI
Show how much scrap is required to unlock the given item, including the cost of any locked items further up the tree
Add a map marker for the patrol helicopter
Resized repair info popup to be a bit less intrusive
Show a down arrow next to a team mate that is downed as well as changing the colour
Dismounting mobile objects now requires a 0.5s hold (cars,helicopter, submarines, etc)
Static mountables will still dismount immediately (chairs, sofas, etc)
Added global.quickdismount to control the behaviour, setting this to false will go back to the old behaviour
Added global.dismountHoldTime to control how long the hold takes (defaults to 0.5s)
Moved some public variables in MissionsHUD that were in CLIENT defines, fixes them getting lost every time we change Client/Server mode in the editor
Fixed some inconsistencies when picking up a sam site in the editor
Added a Defender mode to SAM sites, while in this mode SAM sites will not fire at vehicles and will only fire at MLRS rockets (Hold E to switch mode, uses old behaviour by default)
Add No Ammo, Low Ammo and Has Target outputs to the SAM site
Low ammo is triggered when less than 10 rockets remain (exposed on prefab as lowAmmoThreshold)
Added toggle to sort by last seen in the contacts menu
Show wounded teammates as orange in the Team UI
Rework repair pickup internals to keep the repair calculations server side (reverted most code changes from yesterday)
Potentially fixed XOR switches sending a brief burst of energy during server restarts
Resave map view prefab, seems to fix death icons sitting in front of sleeping bag markers (this was weird, will need to check in build)
First pass on a popup showing what resources are missing when repairing an entity with the hammer
Team mates in close range now update their position on the map in real time
UIScale is now a client only component
Community UI is now scaled by the players UI scale setting
Add teleport2autheditem command that teleports the player to a random item authed to the given player (similar to teleport2owneditem)
Works with Tool Cupboards, Code Locks and AutoTurrets
Added global.breakclothing for testing, breaks all clothing equipped by the player
Added support for a sfx to play when an item of clothing is broken
Uses a default sfx path defined in Item.condition.cs but also supports being overridden per item via the breakEffect field on ItemModWearable
Added virtual Admin_Who method to BaseEntity to modify the output of the "ent who" command per entity
Using "ent who" on a sleeping bag now prints out the name and id of the player assigned to it
Using "ent who" on a camper module will print out these details for all of the attached bags
Stop gimbal locking paintables when they get rotated at some angles
Fixed panning in paint UI not working
Fixed being able to open the gesture menu while sign painting
Fixed neon sign painter UI not allowing voice chat
Fixed some scrolling issues on marketplace search widget
Fixed clear current frame button not working correctly with undo
Undoing after changing frame on the neon frame will no longer undo the change on a frame that's no longer visible (it won't do anything)
Add visible undo/redo buttons to neon and pumpkin sign painting interfaces
Fixed NRE when editing neon signs
Merge from general_qol/undo
Fixed scrolling behaviour on search window