13,122 Commits over 2,800 Days - 0.20cph!
Merge Main -> Experimental
Rebuilt rail splines again
Final car explosion force edits
Another explosion force edit
Reduce the effect of anti-vehicle damage on vehicle explosion forces. Makes the force from HV rockets vs. cars less extreme, more like the force from basic rockets.
Reduced explosion force push on modular cars
Scrap heli, parent ragdolls
Interpolation edit, no longer need the fancy stuff
Manifest again, to fix scrap heli
Enable ragdoll -> vehicledetailed physics collision
A rather difficult merge. Main -> RagdollRewrite2 (server-side ragdolls)
Removed ToggleClientBuoyancy
Different cherry-pick, this one has separate ragdoll entity, but position-matched to the corpse
Combine player_corpse and player_ragdoll, with the help of cherry picking a few old changesets
Get our entity in the HasObjUnderFeet check. Vehicles update associatedMountable to point to the base vehicle, which messed up the check
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Allow additional leeway in the IsVisible check distance due to situations where we allow the entity's collider to extend beyond the entity's bounds
Updated the URL on OBB.Trace to a new working one - SIGGRAPH has moved it. I thought Cool URIs Don't Change :(
Reinstate IsVisible changes
Trains no longer collide with terrain. Fixes them not being able to enter train tunnels.
Similar minor QOL edit. Add a note on why a flag is set client-side in CoalingTower
Added editor UI warning if EntityFlag_Toggle is used in an invalid location
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Hover looting now uses the state of the Alt hover key at the time the hover occurred, instead of the later time that the transfer occurs
Deauthradius convar now works on modular cars with code locks
Only show No Respawn HUD icon when on a tugboat
Fixed turning a new autoturret on not disabling other turrets in range that now have too many nearby, if they have more in their radius than we do in ours
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- Optimised UpdateInterference() to only be called when when a turret is turned on or off
- Removed the new OnlineFor() code, we no longer need it with this new system (I think?)
- UpdateInterference no longer counts turrets that are already in interference mode
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Fixed up no respawn zone check + other cleanup
Varying tooltips in the UI, depending on why sleeping bag respawn can't be used
Sleeping bags now check whether they're inside a No Respawn Zone
Updated SpawnOptions protobuf message to allow for sending different availability states, instead of just occupied or not. Now we can send OK, occupied, underwater, or in a No Respawn Zone
S2P compound, for the water catcher changes (fix water catcher NRE on new saves).
Oil rig S2P for the new triggers
No respawn zone WIP. Sync to client etc.
Adding no-respawn icon to the HUD
New NoRespawnZone trigger type. Added to oil rigs.
Added some info in the inspector for the WaterCatcherCollectRate object, and added the base collection rate there.
Update some paths for other scriptable objects to the correct folder
Water catcher collection rates scriptableobject