243,845 Commits over 3,898 Days - 2.61cph!
Fix `clearinventory` not running ItemManager.DoRemoves() causing items to not always go to correct spot
Add ability to specify target container & slot when using `give` command
- give {item} {amount} {condition} {skin} {container} {slot}
Add some descriptions to give commands
Don't finish bone update for scene models with a parent, bone merge does all the work
Added IPingReceiver, when placing a ping on an object in the world, you can define custom behavior for that ping marker
Add PlayerPingReceiver, which follows a player until they're no longer spotted (using Spottable)
Bump to v0.0.15
Test fixes
▆▉▉▋ █▌▄█▄▇ ▊▍▉▋▇▊█▆ ▇▍ ▆▇ ▄▊▊▊▌▇█
- ▅▄▅▆▉▅ ▅█▌▊▅█ ▅▊▍█▉ ▄▇▆▄▌▋▍█ ▇▅▅▌ ▌▆ ▄█▍▉▍▊█ > ▉ ▊▍▇▍▄▋█
- ▄█▋▋▍▊ ▇▉▄▇▆▅▌ ▅▍▍▉▍ █▄▍▆▅
- ▄▌ ▄█▊ ▆▊▌▊▅▍ ▇▋ █▄▌ ▉▋-▌▌▅▊ █▊█ ▊▍▌▄▊ ▊█▌▇▊▍▌▅ ▊▆ ▇ ▉▉▍▍▌▆ ▉█▅▌▇▅█ ▍▇ ▇█▄▍▇▌ ▌▍█▉▉▇▋▅▍█▅▊█▊, ▄█▋▉ █▇▇▌ ▌▇▇▇ ▇▆▊ █▅▊▌▉▋ ▊█▇▇▌▌▇▅ █▅█▍▇ ▇▌▋█ ▉▍ ▉▍▅▅ ▅▅▄ █▉▉ ▆█▌▍▌█ ▍▇▆▉▉▄▋ █▅ ▍█▄▍▋▊▊▅
Destroy ping if we try to ping on an existing ping
Migrate from sentry-expo to @sentry/react-native
Draw grid on top in 2d views
Fix `monument_scenes` convar not applying to remapping paths after previous commits
Don't remap to scene spawner if the scene doesn't exist in asset bundles
Allow editor to control whether it uses monument_scenes when doing map generation with `monument_scene_generation` convar
Added BreaksRestraint to DamageTypeEx
Ignore cold, bleed etc damage for unlock minigame reset.
Prevent map cookie from overriding 2d viewmode rotation
Added and Setup Vintage Bedside Table Prop Prefab
skinned combined truck, applied correct materials, set up first pass on blended materials, added to main prefab (bones need assigning)
Added 'triggerevent' server command to trigger any event by name (airdrop, cargo, patrol heli etc)
Also added 'killallevents' to instantly kill any ongoing event
can define if we want unassigned team to spawn, for testing mode
Add simple pinging system, players can only have one ping at a time
Use correct plane for 2d view drag drop
added base trim for storage warehouse.
more work on radtown storage warehouse
Use correct gizmo settings for dragdrop
Fix freezing game logic on story
Holding object (disable for now)
Make weapon sway less mental
Don't auto-respawn spectators
CG: Can always buy in the buy zone
CG: Start w/ kevlar and helmet
Don't clear the inventory in EquipmentDropper, just drop stuff, unless we're trying to clear everything
add support for multiple scene views, orthographic scene views, and configurable grid axis
add keybind to cycle camera plane around selection
refactor bits into SceneEditorViewport, re/store gizmo settings alongside viewport cookie
rework to single layout and splitter, disable new tab creation for now
add support for per-widget toolbar actions
save/restore sceneview layout
move viewport/instance gizmo settings to EditorCookie from ProjectCookie
move save/restore viewport cookies to addon space
no reason to copy+set camera transform anymore
use active SceneOverlayWidget directly
use a single toolmanager instance
fix nudging
remove some global gizmoinstance refs
tuck camera alignment shortcuts away in camera menu
maintain layout config when toggling viewport fullscreen
remove log
camera fixes: make orthographic clipping more predictable, add smooth(er) perspective/ortho transitions, fix gizmotest widget, reenable scene camera copy
add setting to lock scene camera rotation
fix incorrectly sized gizmo hitboxes in ortho view
replace remaining direct scene camera transform accessors
tweak sprite gizmo hitbox scale in ortho views
cleanup scene tick/draw flow with multiple viewports
replace legacy global GizmoInstance
snip unneeded multi-tab leftovers
use state/gizmo settings for scene view control
replace remaining ray length with Gizmo.RayDepth
don't try to save scene-specific viewport config for untitled scenes
use alternate check for IsUnderMouse
move viewport settings to ViewportState from GizmoSettings, use shared gizmo settings for all viewports
shift camera settings to EditorPreferences, simplify viewport options
restore single EditorScene gizmo settings
revert camera extension changes, fix pan and orbit zoom, tidy
use hammer's linked splitters for uniform viewport resizing
Misc fixes
Move EnablePostProcessing from GizmoSettings to ViewportState
Default each viewport to a unique perspective
Misc post-scenetab fixes
Hide skybox in 2d views
Split scene view layout/viewport classes into separate files
Tidy
Use frustum RayDepth for terrain, hitbox traces
Make 2d clipping less crap
Use black background for 2d views
We don't need to do this anymore
Fix perpendicular rotation handles being unusable in ortho views
Fix 2d box selection: Frustum.FromCorners does ortho properly, gizmo tweaks
Tweak logging buffer sizes, don't early return
Minor cleanup & fpxr update
Fix perpendicular rotation handles being unusable in ortho views
Fix 2d box selection: Frustum.FromCorners does ortho properly, gizmo tweaks
Upgrade to Expo SDK 50
Needed to force webidl-conversions to 7.0.0 to get it working due to 6.1.0 referencing SharedArrayBuffer
Hood wearable mask tweaks
Add TimedDestroy to money burst
merge from build_leave_bundles_symlink -> main
tyre scale fix and stack addition
Refactor VR input to work better for us, remove stubs
Prisoner Hood cinematic assets
Added a way to override force show on UIBlackoutOverlay.
Added prison hood UI script, overring force show when the player is dead.
Updated UI prefab.
Set Connection.Local.State to Connected in On_Handshake_Activate