13,234 Commits over 2,830 Days - 0.19cph!
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
Fix 'fixcars' command loading one stack of 12 rockets, allowing for MLRS overloading.
Merge incendiary rocket fix -> Main
Fixed incendiary rockets exploding in the wrong position or wrong angle
Merge DMb -> Main. MLRS is feature complete, all known bugs fixed at this point.
- Fixed MLRS visual loaded rocket slots not matching the actual fired rocket slots.
- Fixed MLRS firing an extra rocket in certain situations.
IsBroken check on the other tooltips
Shorten the tooltip text a bit
Add two more MLRS tooltips, one for no rockets, and another for broken down state
Show a GameTip about the aiming module on mount (if there isn't one inserted)
Tell the MLRS not to move while firing rockets, and not to fire rockets while moving
Only update MLRS TrueHitPos if it's moved
Prevent attaching satchel charges etc to the moving parts of the MLRS (they didn't move with it)
Close the MLRS UI if the player dismounts (I'd rather prevent dismount from working while the dialog is open, but it's exceptionally difficult with the way things are set up in this particular scenario)
Fixed MLRS WASD inputs still registering if held down during dismount
Hooked up the new top and bottom screen shutdown effects