196,030 Commits over 4,110 Days - 1.99cph!
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Fix BaseMountable PlayerIsMounted checking _mounted instead of player.GetMounted()
Fix for modded servers that have modified the maximum stack size, where players then load >12 rockets into an MLRS, and the MLRS tries to shoot rockets that it doesn't have tubes for, causing IndexOutOfRangeException in FireNextRocket.
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Split up FFT job into steps
First pass on physics setup
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merge from Desert_Military_bases
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Fix PatrolHelicopter removing its VehicleWorld collider on the server instead of on the client. Fixes it not taking any damage from server-side rockets.
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Set aiming module slot max stack size to 1
Fix bugs with MLRS rocket inventory:
- Fix ammo stack item occasionally being used with amount == 0 (would end up leaving one rocket unfired)
- CanFire now also checks IsBroken
update MLRS broken down cabin sounds to match new effects
MLRS: Don't allow fixcars while rockets are firing
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Merge RetroSnowmobile -> snowmobile
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Refactoring a bit for physics
Changed default entity penetration resistance to 100 (only applies to non-BaseCombatEntity-entities and BaseCombatEntitiy-entities without protection properties set)
added keylock world model
new w_ prefab within the existing file structure
Removing sitting at sofas and chairs in dwellings - not enough space to work properly in all scenarios
Another attempt: Cull desert dwelling child entities from client (since they are spawned through entity networking) to fix entity ghosts
large med kit world model
lods, textures and collision
Fix 'fixcars' command loading one stack of 12 rockets, allowing for MLRS overloading.