13,151 Commits over 2,830 Days - 0.19cph!
Merge Main -> misc_improvements
Snowmobile wheel setup, and fix model direction
Some snowmobile initial setup
Reduce MLRS rocket world model size and mass to 25% of actual size and mass
Converted all vehicles from spawning sub-entities to simply including them in their base prefab heirarchy. Converted:
- Duo Sub [fuel storage, torpedo storage, item storage]
- Hot Air Balloon [fuel storage, item storage]
- Magnet Crane [fuel storage]
- Minicopter (in earlier commit) [fuel storage]
- MLRS [dashboard storage, rocket storage]
- Modular car chassis [fuel storage]
- RHIB [fuel storage, item storage]
- Rowboat [fuel storage, item storage]
- Scrap Transport Helicopter [fuel storage]
- Solo Sub [fuel storage, torpedo storage, item storage]
- Work Cart [fuel storage]
All fuel-using vehicles also now start with 50 fuel when in editor.
Merge MLRSUpdates -> IntegrateVehicleSubEnts
Fixed extra MLRS rocket storage sub-ent
Add GetEntity to GameObjectRef
Experimental, remove minicopter sub-entity spawning and simply include the fuel sub-ent on the base entity. This is the new standard in the desert base setup and seems to be working reliably, and may allow us to remove a lot of boilerplate spawning code.
Fix client compile for range limit checks
Separate the MLRS rocket explosion and ground effect FX and fire them separately. Ground effect now plays at the hit point rather than directly below the main explosion.
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No-aim areas in the MLRS UI (safe zones etc) now all have their diagonal filler lines at the same scale
Fallback fonts for the MLRS font. Handle all languages
Extended character set for MLRS UI
Fix MLRS rocket backfire FX flashing on when entering LOD range
Take fuse time into account when showing rocket max distance (for instance HV rockets could fly 3,200m with an unlimited fuse, but actually explode after a maximum of 400m (10-second fuse))
Don't show max distance for MLRS rockets or torpedoes
Move max range calculation to ServerProjectile. A couple of changes
ExplosiveInformationPanel now calculates the true Max Distance to show the user, instead of a semi-fabricated one
Update TryFireProjectile comment now that I've tracked down the cause
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Attach dashboardStorageInstance to dashboardStoragePoint, not rocketStoragePoint
Revert IPreventSticking interface for sticking stuff to the MLRS (satchel charges etc). Will see if we can do this with the existing bones system.
MLRS UI radius fix. Raycast spacing edit.
Increase raycast count on the downward arc of the MLRS hit calculation. Makes for more accurate alignment between the player-placed target hit point and the actual hit point.
Merge Main -> MLRSUpdates
Fixed MLRS realigning bool not handling negative values on the server
Increase MLRS map base zoom from 0.33 (repeating of course) to 0.45
Shrink the MLRS UI visual target by half the rocket damage radius to give a good indication of actual damage area (in reality it shrinks by the whole rocket damage radius, but the rockets themselves damage in a radius which can reach outside that area)
MLRS rockets cluster less towards the centre of the potential hit area
Increase MLRS target area radius from 25m to 35m. Given rocket explosion radius of 15, this give an actual possible-hit-point increase from 10m to 20m.
Give the card table pot storage a working loot panel reference as well, though it shouldn't matter as this storage is never accessed by players.
Fixed ridable horse corpses not being lootable.
Merge generic_large -> Main. "Re-add generic_large loot panel with 42 slots (for modders)"
Re-add generic_large loot panel with 42 slots (for modders)
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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Fix PatrolHelicopter removing its VehicleWorld collider on the server instead of on the client. Fixes it not taking any damage from server-side rockets.
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
MLRS: Don't allow fixcars while rockets are firing
Merge RetroSnowmobile -> snowmobile