124,143 Commits over 4,171 Days - 1.24cph!
Reapply proto changes
Only send delivery fee in network data, don't save to disk
Make preview crosshair size more similar to the real crosshair, it was very slightly off before
Fixed warmup method not waiting before calling PostWarmupPage
Fix settings preview crosshair staying visible when switching away from the settings tab, also stop it from updating when it doesn't have to
merge from modding_max_hp -> main
- fix ent commands sometimes showing "no command found"
- modified setmaxhealth command to work with new maxHealthOverride
- clamp maxHP after overriding it
- fix compile errors
Code review:
- Use ForceMode.VelocityChange
- Scale by bike performance fraction
- Max 10 bunnyhop multiplier force
- Recalibrated bunnyhop force values during testing
- Cleanup of old and new input state checks
merge from main -> modding_max_hp
Add `maxHealthOverride` to BaseCombatEntity so any entity can have their max HP overridden
- setting it to anything >0 will cause MaxHP to be overridden on both server & client
- check for maxHealthOverride in every MaxHealth() override
- works for all entities (except nodes because they don't show their HP to client)
Add `ent maxhp` command to allow setting max HP to a non-default value
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Halloween Wallpaper - Final textures, WIP Icon placeholder
Missed commiting .proto file for `fix_turret_interference_order` branch (filtered to .cs files)
Boat building station triggers setup.
Cleanup.
merge from fix_turret_interference_order -> main
merge client_io_standalone_lines to naval_update
Added new emission features to the Standard (Specular Setup) shader and fixed a null ref
Serialize list of interfering turrets during save so we can restore the same state after restart
Add toggle for DepthOfField in workshop scene, add tooltips to all control toggles
Added a generic await WaitForWarmedUp method in UI_Page
Fixed a tmp nre caused by UI_Page text caching
Added comments in store warmup methods
Anim updates for smg and l96
Rejigged barge prefabs to centre pivot at origin, fixed transforms in scene. Vert painted barge surfaces on supplies, farm, food market.
Convert prefab ship wires to new client IO wires, disable ship wires on the server in every variant.
Hooked up the custom emission mask UV tiling and offset and made the emission scroll velocity only show the X and Y fields
added some mannequin prefab variants for poses
merge from workshop_colourpicker -> main
centered pivot of security barge and refactored prefab hierarchy. Merged the prison sub prefab into the sec barge prefab as it was a bit redundant
Can attach boat AI to an existing RHIB
Abstract out the bow and stern transforms to just Vectors (stops allocations for nothing)
Added optional blinking and scrolling features for emission on the standard shader
re added skeletonjail prefab
security prison lod distances and bug fixes.
hanging tarp collision fixes.
skeletonjail lods and prefab
placeholder halloween wallpaper skin assets
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fixed incorrect name on LNY25 wallpaper folder, renamed temp halloween wallpaper, and rebuilt skins list
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Gesture menu now reliably waits for the store to be 100% warmed up before being initialised
Pages cannot be warmed up twice when using the skip main menu warmup editor setting
Refactored pages warmup
Add ClientIOLineEditor to allow for creating lines without requiring an entity.