125,645 Commits over 4,171 Days - 1.26cph!
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Added an animation based collider system for handling the parachute colliders
A lot of the visual parachute motion is now handled by the player animation, not the vehicle so this adjusts the colliders to match the visual based on the current input
For consistency this animator runs on both the server and client
Merge from airpatch_media
Fixed colliders not matching new art
Adjusted heli driver and gunner eye positions + view angles
Fixed first person camera changing height incorrectly if player is in water while a parachute is equipped
Attack Heli gunner can now fire rockets too.
Cosshair can now source a different sprite via NeedsCrosshair or NeedsCrosshairWhenMounted.
Merge from airpatch_media
Added an animation event forwarder and bucket drop events on quarry track animation
Added maxpacketsize_globaltrees and maxpacketsize_globalentities convars so we can test larger chunk sizes
Renamed GlobalNetworkHandler.MaxPerPacket to maxEntitiesPerPacket and made it const
Comment fix
== vs >=
Fixed profiler sample mismatch in SendEntityDelete
Added some additional NRE checks server-side.
Missing whitespace at end of .meta?
Renamed `StripChildren` to `StripEmptyChildren` to clear up function of component
Fix empty children stripping to ensure normal stripping runs before empty gameobject stripping
Clear, don't new array.
Moved an array to client only.
Changed a hashset to a list.
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Refactor gridcell slot lookup referencing.
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Moved some visual stuff from the projectile to the launcher attack, where it makes more sense.
Manually painted in some motion vectors to fix backblast float effect.
Fix GlobalNetworkHandler not picking up all entities when first loaded into an existing save
some more cleanup and a potential NRE fix
Removed duplicate gibbable script from standing weapon rack
updated textures and materials
Merge from elevator_io_display_fix
merge from transparent_footstep_fix
Merge from building_skin_tier_fix
Merge from sewer_branch_water_fix
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S2P mining quarry monuments
S2P monuments containing pumpjacks
Improved animation transition when deploying parachute quickly after jumping
Show a dedicated first person canopy
Fixed screen shake of any parachute affecting every player in network range
Added debug.spawnParachuteTester
Spawns a bot at the players position + a given height (defaults to 20m), copies the players inventory to that bot, adds a parachute to inventory and deploys the parachute
Handy for testing and target practice