8,706 Commits over 1,705 Days - 0.21cph!
Fixed multiple deploy sounds if multi-clicking while ADSing with homing launcher
Merge Main -> Experimental
Fixed modular cars not being pushed by explosion force if hit in a way where only the module(s) took damage, and not the base chassis. Reduced overall car explosion force to compensate for the fix.
Switched my inventory loadout back to standard rocket launcher
Merge Main -> Experimental
Removed accidental include
Merge Main -> Experimental
Minor edit to SceneLoader; formatting
Gave SceneLoader some extra checks and scenes, plus keyboard shortcuts. Removed "Open Bootstrap Scene" from the Rust Editor menu and moved it to the new Scenes menu.
Merge HomingMissileLauncher -> Main
Quick compile fix, needs a proper fix
Merge HomingMissileLauncher -> Main. Adds ADS.
Merge HomingMissileLauncher/ADS -> HomingMissileLauncher
Fixed visual UI swap time
Shrunk crosshair UI to to better cover the actual lockable area
Homing launcher UI functionality
Moved where the ADS UI is controlled, since view model has no knowledge of the HeldEntity
Adjusted launcher ADS animation curve
Merge Main -> HomingMissileLauncher/ADS
Additional work, some in previous commit, changing IronSights so Enabled isn't a public var that can be set in inspector. This was often being set to default to True, when it should have always defaulted to False and let the player's ADS input fully control it.
Nice transition for ADS into fullscreen UI
Viewmodel camera static experiment
Merge Main -> Experimental
A couple of very minor edits to buoyancy.cs
Make certain that we never shore drift RHIB on cargo ship
Don't do world edge repel on kinematic rigidbodies
Merge Main -> Experimental
Fixed corrupted block.stair.lshape.adobe building prefab. Rebuilt manifest with the prefab back in.
Homing launcher now only sends a network tick if the current lock time has changed. Also fixes visual ADS glitch when switching weapons, unless currentLockTime is changing during weapon switch.
Re-enabled Homing Launcher ADS
Merge Main -> HomingMissileLauncher
Merge Main -> Experimental
Added a slight offset to the maxDistance clamp, to make sure very small distances are handled OK
Merge Main -> Experimental
Speed up entity IsVisible test performance by capping maxDistance to the maximum of the distance between the two points
No point having a maxDistance param on IsVisibleAndCanSee, with the way it casts both ways
Admin tools now also allow disabling the Performance Text UI
Merge Main -> Attack Helicopter
Additional null checks for heli seat owner
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