136,206 Commits over 4,444 Days - 1.28cph!
Get rid of autoclosing when owner opens their door, I thought it would be better but it's so annoying
- you will remember to close your doors behind you once you live in the apartments for a bit
Switch to having combat zone driven by a player flag instead
- was akward having the server metabolism driving the safezone flag but the client using the hostile zone triggers
- wasn't syncing properly when leaving the hostile area and entering safezone again because the server would wait up to 2 seconds to tell you were in a safezone again so you wouldn't see safezone or combatzone vital
Delete leftover bulky sofa prefab, replace with a regular static sofa
Fixed gestures and misc animations not working
Fixed all old controls now that we're using the new input system. Only allow freecam when we don't have any camera options toggled
Fixed pixel thin gaps between geometry
Buildfix: expose NetworkPosTickCallback setter
Tests: none, trivial change
Merge: from cargoship_bot_replication_fix
- Bugfix: fix bots/sleepers disappearing from cargoship
Tests: spawned cargoship event, spawned bot, followed them for a couple mins - no houdini
Bugfix: ensure netgroup of sleepers/bots is updated when parented to a moving global entity
Tests: spawned cargo ship, spawned a bot and moved through net grid for a minute - bot didn't disappear
Fix pan clipping into kettle on the large apartment stove
Fix incorrect bear meat visual food setup on small stove
Fix hostile zone trigger not being a trigger
Show "Combat Zone" vital instead of "Safe Zone" when inside your room so it's clear you can take damage
- Swap over to new pool table model
- Cleanup
- Temp colliders
score rows show a max of 10 rows, with wrap around at max
Fixed player not spawning
Fixed window holes in apartments complex b
Fix various static entities in the apartment complex marking the player as hostile when hit (+general solution for all furniture)
S2P (feel free to stomp)
Fixed crafting menu accessory tab remaining open when selecting a skin-only compatible blueprint
Update charms UI when selecting blueprints (also fixes crafting items with pre-selected charms using incorrect attachment IDs / wrong charms)
https://files.facepunch.com/raul/1b2211b1/22_19-44-GlisteningLightningbug.mp4
Fix NRE when selecting the security guard conversation option
- either by updating phrases or by changing the code, unsure which
move zoom input toggle from reticle to mountable
fix dart hovering in front of face in viewmodel
fix double throw in local debug cam
Move security guard room from the damaged wing -> basement apartments (so it's easier to find)
Fixed broken grass displacement on the bear trap (snap trap) and landmine
local 3p model also gets animation events for dart when viewmodel throws
dart model now sticks to 3p hand without held entity
merge from prototype -> apartment_complex_monument
Override safezone behavior with the new TriggerSafeZoneOverride, returning "not in a safezone" if they are inside a safezone trigger & non-safezone trigger at the same time
Made it so you can move whilst being in the clan window (matching crafting, contacts and inventory behaviour)
Applied HudMenuInput across all clans input fields to prevent movement when they are in focus
https://files.facepunch.com/raul/1b2211b1/22_18-21-JuicySeamonkey.mp4
Add TriggerSafezoneOverride to all the apartment prefabs
Create SafeZoneOverride trigger
- allows damage inside a set area in a safezone
Fix "DisableSave is attached to a GameObject but can't find entity" warning spam when opening oilrig scenes and in builds
Merge from multiframe_targeting
Saved prefab for the damaged wing apartment complex audio
add cooldown to activation, replace placeholder models with different placeholders that look more like airfield props
testlist, ran clean entity labels
Fix "rent due" vitals after merge
update apartment_complex_monument/prototype
merge from main -> apartment_complex_monument
Double the move and nudge distances