125,725 Commits over 4,171 Days - 1.26cph!
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
▆▆▉▊▅ ▌▄▊▆▅▊▉▄ - ▅▍▋▇▇▅▊ ▆▆▆▅, ▆█▋▋█ ▅▍▇▋
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
█▉▊██▄▉ ▄▅▅▊▄▍█▄ ▅█▄▉ ▊▋ ▇▊▆▊ ▋▋█▋▆▌▇▋▋ ▄█▊ ▇▆▋▄▅▆▆ ▆▅▅▆▍▌▇▄▉▊ ▌▅ ▍█▋▊▇▄▇ ▍▆▆▆▅, █▉█▅ ▋▌▊▉▄▇▄▉▊ █▉▌▌ ▌▌▅▌▌▉▆ ▉▊ ▇▍▌▆▄▍▌ ▍▋▇▇▆▆▊
- ▄▇▄▉▇▆▄ ▌▉█▅▇▇▅▇▊▄▆▉ ▅█▊▋▌▇▄▊ ▊▋ ▆█▊▉▅▅▉▌▍ ▍▆ ▊▉▇▇ ▅▊▊ ▋▊▅▇▅▊ ▅▆▇▉
- ▅▆▇▉▇▅▇▍ █▋▆▍▌▋▄▆ ▆▉▍ ▇█▋▋█▍▄▉▌▇▍█ ▍▋▍▊▋▊▋▆ ▇▄▇▊▌█▋▋
fixed incorrect name on LNY25 wallpaper folder, renamed temp halloween wallpaper, and rebuilt skins list
▇▇▌▊▊ ▉▋▄▊▊▊▍▅ - █▆▊▋▉█▄ ▅▇▍▌▆▆▆▍ ▊▍█ ▇▅▊▊▆▇▉▊█
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.
merge from hackweek_crosshair_customization
Setup cannon pitch rotation, fix client side ammo display not resetting.
floating city save
cleanup of the floating walkways prefabs
big tidy up of wallpaper folder so each pack has its own icons, materials, textures and skin assets folder. Removed any old now unsued folders. Renamed pack folders to include date of creation. Rebuilt skins list
split floating walkway prefab into 4 separate ones, updated scene
increased the no build zone to encompass all the level area
Rejiigged hierarchy for barge painting
Add huge 3d text to sails showing their current state (open/closed) until we have anims.