124,654 Commits over 4,171 Days - 1.25cph!
Player dying while entering a keycode in the vehicle lift keypad no longer locks it into Occupied state
Set lock destroy health to 20%
Fixed cryptic networking errors when spawning a car. It seems that you can't create new class instances inside a Load method. CarLock was being created there in some situations.
Fixed car locks getting errors if the save file had a null lock code.
ModularCarLock revert Save changes
Fixed the vehicle code lock light state not always being visually correct on loading from save. Modular car now has its own code lock protobuf content. Manifest rebuild.
More dressing & some prefab mat tweaks
Deployables no longer take components to repair
Fixed server compile issue. Fixed changing lock code at the lift not updating the UI.
Fixed z fighting on module code locks. Fixed visuals not updating immediately after lock removal.
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Code lock entry fail effect now plays on all code locks attached to the vehicle
Only show "you died first (reason)" when requesting your own combatlog
Fix locker items going into first free slot
Fix multiple items going into first available slot when all slots are full
HLOD generation now ignores GameModeObjectToggle components
Fixes reclaim terminal appearing in outpost HLOD
Updated outpost HLOD assets, prefab is unchanged
Piano no longer uses closest midi note if it's missing a note
Disabled xmas lightstrip prefab
Merge fron nov22_community_merges
adjusted the offset to the arrow graffiti mesh on the caboose
tweaked normals on tinsel to be more cylindrical, improvements to material. added xmas lights green and yellow variants. populating bandit town
Scene backup (fishing villages)
Code entry UI and functionality on the vehicle itself. More bug fixes.
Fixed drum sticks floating in air after dismounting drumkit (probably affected xylophone as well)
Patrol heli & Ch47 won't patrol randomly to safe zone monuments
Fixed patrol heli getting stuck in fishing village on certain seeds
Fixed shopfront exploit & it being a little broke
Crafter now shakes and sparks while crafting
Show "you died first" instead of projectile_invalid
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Merge from main -> turret_optimize
Refactor & compile fix after code review
Adjusted crafter slot positions on each workbench
Fixed car lock conditional refresh not always triggering
Merge from main -> canvas_disabler_2
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Electric furnace gibs setup
Prefer underwater labs closer to their max size with more puzzles, pick the best underwater lab out of 25 candidates
Merge from ElectricFurnace
Only show Take All option if over a weapon
Fixed client-stuff that the server was referencing - send a 'using keycode' flag over to the server. Also moved isOpen in UIDialog to client-side only.
Initial ghost model support (disabled)
Disabled direct inventory access.
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Only show Mount and Swap options if there's enough room for the weapon in the targetted slot
Updated wooden crate gingerbread theme textures