1,542 Commits over 1,705 Days - 0.04cph!
Fixed most dismounting issues with chairs (since 77428).
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Fixed one rowboat mount point not working
No detail alpha by default for CarKeypad material
Car keypads now look progressively more damaged, like the main vehicle does
Code lock vehicle models now fall off when the door panels that they're attached to fall off (don't worry - the actual lock still functions though)
Added a vehicle lift sound for updating the lock code
- Increased caboose lighting check from every 10 seconds to every 5
- Fixed listen server bug where LightGroupAtTime could miss the intended IO Entity by getting stuck looking at the server-size version
Added sounds at the vehicle lift for lock create/remove and vehicle repair. These are also synced to other clients.
Fixed modular car fuel tank not needing keycode entry
Allow whitelisted players to still use a vehicle when the code lock is in temporary lockout mode
Fixed keycode entry interaction still showing even when the keycode was in locked-out mode (although the entry would always fail).
Oops, reverting a file I didn't mean to commit
Clicking between buttons on the keycode entry UI no longer closes it (applies to both vehicle and door keycodes). Clicking outside the button area still closes it.
Fixed caboose candles clipping
Added visuals for modular car code entry blocked state (matches the visuals on the door code locks)
Adjusted vehicle code lock LOD levels to be closer to the door code lock levels
Added support for modular car keylocks to authcount console command
Removed visible code lock from 2module_passengers
Fixed some sort of 𝘫𝘦 𝘯𝘦 𝘴𝘢𝘪𝘴 𝘲𝘶𝘰𝘪 problem with modular car chassis import causing a dodgy keyEnterDialog assignment
Fixed NRE when interacting with armoured cockpit windows
Use existing HasADriverSeat method - don't need IsCockpit
Fixed central looking looking only at the driver, instead of everyone in a cockpit module, when determining if it should re-enable
Added LODGroup component to terrain_blend_cube
Added 'ent auth' support to modular cars with code locks
Car lift no longer sends lock code to clients
Don't show the vehicle lock keycode on the lift at all (prevent others seeing the code because you're probably using the same code for your base, aren't you?). You can always destroy the lock if you forget your code.
Added a phrase explaining the lock code being hidden in streamer mode.
Regenerated the vehicleediting loot panel. Was throwing errors post-merge.
Merge ModularCarCodeLocks -> Main. Replaces modular car key locks with code locks.
- At vehicle lifts: Add a code lock (same cost as a key lock was - 75 metal frags), view the code lock's code, change the code, or remove the lock.
- Damage a module down to 20% health or less to enable an interaction to break the lock (on the whole vehicle). Or push it to a vehicle lift (note: pushing codelocked vehicles is disabled in safe zones).
- Once you've entered the code once, you're whitelisted and don't have to enter it again.
- No guest codes, but I'm open to adding them if there's significant demand.
Added null check on the conditionals list in ConstructionSkin.SpawnGibs
Merge MoreCabooseFixes -> Main
Fixed badly positioned payout UI on the caboose slot machine
Fixed slot machine NRE if player dismounts during a spin
Fixed Caboose not shutting off the lights anymore when there's no-one nearby
Remove unneeded card UI animation component
Merge MoreCabooseFixes -> Main
Added LODGroups to primitive cubes (for modders) that didn't have them. The only one I've left without an LODGroup is terrain_blend_cube, as that seems likely to be used in a way that's large-scale and needed at a distance.
Merge MoreCabooseFixes -> Main
Fixed modular car lockable status change not immediately updating the modular conditionals
Fix 'Cannot set the parent of the GameObject' error if client disconnects while near a modular car with glass damage decals on its windscreen
Fixed vehicle module damage conditionals updating via the base vehicle's Load method instead of the module's one. Was causing parts not not fall off anymore etc.
Fixed TrainYard scene having a random caboose added
Fix NRE is caboose is destroyed during the end-of-round info UI
Fix server calling OnAnyFlagsChanged as well in listen server mode, causing errors in editor
- Fixed armoured vehicle module windows not opening/closing on the client side when the vehicle is idle.
- Fixed vehicle central locking switch not updating visually wen the vehicle is idle.
Update EntityMenu with the new cards_play token from
76333 - needed a CodeGen
Be nice and use the dealer rule that gives the house a little less edge. Stand on a soft 17 instead of hitting.
Fixed a remaining bug in how the dealer handles soft 17