1,538 Commits over 1,674 Days - 0.04cph!
Merge Attack Helicopter -> Main
Refactored my new FindItemByItemName method in PlayerInventory to work more like the others, and also search containerWear
Fixed heli radar warning audio flag sharing a reserved flag with BaseVehicle Flag_SeatsFull
Enabled read/write no Clantable_COL
Brought Attack Helicopter LOD levels forward a bit
Refactored my InSafeZone method so that it can work with neither CLIENT nor SERVER defined
Removed bottom collider on T2 workbench to restore previous broken legacy behaviour (allows placing a small wood box underneath that clips through the shelf)
Raised WorkBench 2 under-table colliders to make space for a wood box again. This doesn't actually fix it though - there's something else still going wrong.
Fixed early exit in AttackHelicopterTurret InputTick + some code cleanup.
Merge Attack Helicopter -> Main
Merge HomingVsPlayerHelis -> Main
Merge HAB shared damage -> Main. Had to disable HAB armour damage texture again for now.
Merge HAB Armor Damage -> Main
Enabled repairing the HAB armour (with hammer)
A bit more nuance to the ground control system for helis
Do not use heli main movement forces if holding the ground control key, even if heli stops being grounded. Allows for driving around without a little bump causing you to start flying.
Fixed being able to ground-control attack heli while engine is off
Revert
86698 as bug has become part of established gameplay. Allow downward input to thrust upward when heli is upside-down again 🚁
Helicopters: Don't allow pressing down to fly upwards when upside down
Autohover is now a convar. Removed the built-in input trigger for it, but it can now be bound instead.
Changed WorkCart horn to be the locomotive horn instead of a car horn
Changed auto-hover command to shift-M3
Don't include Vehicle_Large by default in the StaticSolid layer mask. It's solid but not static.
Converted StandingWeaponRack to use all convex colliders
Fixed weapon rack collider being on Default instead of Deployed layer
Switched clan table to all convex colliders (will work correctly on Tugboat), and materials are all correct (metal part is now metal)
Updated clan table base prefab
Clan Table - fixed not all colliders being on Deployed layer
Set good values for buoyancy requiredSubmergedFraction for all boats. Helps with buoyancy system setting Sleep only when it should.
Minor edit, moving order of things in boat method
Fixed several bugs with the tugboat shore drift collision check
Don't serialize forceAcceptAmmo no attack heli turret
Fixed tugboats not drifting if they had deployables or doors.
Tugboats now also check On state and don't drift if engine is on (though this was already very unlikely to ever happen).
If boats are blocked from drifting, boatdriftinfo convar will now tell us why
Attack heli: Fixed gunner interaction being possible from driver seat
Reduced attack heli turret upward gun movement range, due to barrel clipping for some weapons
Attack heli now shows damage FX on the rocket pod texture too
More efficient vehicle finding in fixcars convar
When seconds_until_shore_drift or seconds_between_shore_drift convars change, the values are now correctly updated on existing boats.
Don't reset boat shore drift start time when restarting server. Save the value.
Added boat position to boatdriftinfo convar
New boatdriftinfo convar gets info on shore drift status for all boats on the map (and why they have or haven't drifted)
Fixed keycode entry UI sometimes showing up when it shouldn't be in modular car interactions
Merge Attack Helicopter -> Main
Increased texture resolution on the specular textures as well, from the original 32x32 to 1024x1024. There is detail in the alpha channel
Increased Patrol Helicopter texture resolution 16x from 512x512 to 2048x2048. Increased Patrol Heli rockets resolution a lesser amount, from 512 to 1024.
Merge ConvexDeployables -> Main