194,188 Commits over 4,079 Days - 1.98cph!
Fixed PTZ Security Camera Texture Error
Can now swap saddle type via horse menu. Consumes saddle item from player inventory, returns previous saddle item.
Updated New World Model Prefabs to have correct naming conventions
cherrypicking
80706 - wrong branch
removed "Releasing publicly in 2023" from the eggsuit item desc due to upcoming release
align rocket WM mass with ifre and hv
merge from more more_map_markers
merge from save235 (Staging wipe)
Use first-person instead of first-person-with-arms for the heli gunner. Unfortunately this prevents showing their first-person hand holding the joystick, but first-person-with-arms doesn't work with holding items
Increased rotation range a little more
Increased turret rotation range
Fixed gunner overlay staying open in a couple of situations
Minicopter class. Allows the population setting to still be called minicopter.population
Changed every network id & item uid from uint to long
Merge Main -> Experimental
Fixed alt-move press on clothing in main inventory when clothing slot was already taken and player had loot open displaying a "GiveItem failed" message
Fixed ores counting as produced & smelted products counting as consumed
Merge Main -> Attack Helicopter
Made the attack heli gunner cam a bit brighter
Fix some cases where the map marker list wouldn't expand to accomodate additional markers/pings on the map and compass
Fixed unassigned preintegrated fresnel FGD lookup table
Alternate design option test. Saddles not changeable. Can only equip a saddle through stable master purchase.
Log workbench entity instead of the workbench level
Log mixing table as normal crafting & set the workbench entity as the mixing table
Split crafting into two methods: item produced & material consumed
New roof variants for the portacabin buildings
Make sure we always have full anisotropic texturing in editor, when not playing
Organizing, naming, nuking
pallet_boxes_b uses the backface culled material variant instead of being rendered twice
Exterior progress
Fleshed out the portacabin buildings
Moved the chute button into one of the buildings
Added barricades and sandbags
Some dressing
Scene2Prefab
Moved placement ghost functionality to its own class
Fixed editor bug where attempting to clear motion vector target would clear scene view UI when motion vector target is unused
Null check owner when checking for mounted player in Projectile to prevent NRE
Weapon placement rotation is no longer a clientvar
Check clientside if held weapon is accepted by the current rack type before showing the UI.
Enforce weapon type check serverside.
Clear lookingAtWeaponSlot correctly so that UI doesn't get stuck.
Updated test save.
Parameter tweaks, fixed issue with raycasting