119,258 Commits over 4,018 Days - 1.24cph!
Increase dropbox from 1 input slot -> 4 input slots
Create a different loot panel for dropbox vs mailbox considering different number of slots
Split dropbox code into two different inventories instead of filtering slots based on input / storage
- fixes items right clicked into dropbox storage going into dropbox input slots
- fixes industrial able to push/pull from dropbox input slots
Merge from discofloor_rotation
Both DIsco floor variants can now be rotated while still being snapped to a neighbouring tile
Uses a new applyPostRotationSnapping option on the attraction socket mod
Fixed noclipping breaking held entities entirely
Removed flat fuel consumption when triggering the battering ram
Fixed exception when moving the current held entity item to another hotbar slot while it was equipped with a shield
Fixed battering ram firing replication
- Add purchased items to purchase history
- Changes to protobufs
- Some initial protobufs
- RPC setup
merge from ocean-edges-issue
drawbridge lods and ladders
mitigate water Z-fighting with terrain at shore
Fixed item radioactivity NRE when loading a save with item that doesn't exist (happen a lot when switching in between aux2 and main using the same save)
Progress on moving over hackweek car radio code to its own class ModularCarRadio as a child entity of BaseVehicleModule and no longer in VehicleModuleSeating.
Commented out old code and got client UI interactions working again. Still needs sound setup
Can't operate waterlogged ballista and catapult
catapult - spring position fix
catapult - updated reload anim with chain bug fix
Can't pull and reload a catapult at the same time
Fixed catapult push interaction showing when looking at ammo, reload and fire points
Make bradley, heli and shark respect the "ai.addIgnorePlayer" and "ai.ignorePlayers" admin command
Tweaked battering ram water logged point
Fixed "occupied" being shown when not looking at the occupied mount point
viewmodel wooden shield viewable arm test anims
Fixed siege weapon release interaction showing "Release the boat"
- Added big ass vehicle world colliders for better vehicle -> vehicle siege tower collision
- Siegetower was using drawbridge 1 as its network model?
Battering ram constructable switched to additive mode
Added stage 4
Added repel and hurt trigger inside the tower in case you manage to glitch in
Fixed battering ram front wheels disappearing
Fixed the effects rotating with the wheels
Fixed doubled up siege tower doors
Re-enabled sync position on battering ram door
Tweak battering ram prevent building volume
Siege tower:
- no longer spams sound errors
- tried to fix duplicate doors
Re-enabled front door colliders on siege tower
Prevented work cart box model from going invisible due to the LOD
Moved box into the other corner (looks better on the above ground carts)
Fixing LOD3 and 4 materials for Catapult
jungle skin prefabs setup progress - floor frames, wall frames
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Initial setup:
- Created filtering methods for:
- Recent x purchases
- Best sold item
- Best x sold items
- Best x revenue generating items
- x time period sales
- Peak sale hour
- Total sales
Add command to make admin invisible
updated viewmodel mini crossbow anims
Ensured towing visuals delete properly when the towing joint breaks