105,895 Commits over 3,806 Days - 1.16cph!
Don't look at parent entities for players, because we want a mounted player's bullets to still hit the vehicle they're mounted to. DO look at parent entities for vehicles etc, so they can't shoot themselves
Clear any existing cargo containers on a ship when docking process begins
Fixed autoturrets + attack heli turrets, which I broke in
94719 when adding server-side bullet thickness support
Adjusted cargo ship docking position at harbor_1 so that the swing bridge can close
Fixed the second static crane not swinging out of the way when the ship departs
Restored upkeep cost, moved detailed colliders to the Deployed layer
Fixed spawn.cargoshipdockingtest not working if more than one harbor is in the world
Made the docking test map smaller again
Remove prefab context scene camera as well
Removed TOD Sky stuff from Prefab_Context_scene. Keeping it very simple. Background is now black.
retro tc lods, collision, updated textures
Made Prefab_Context_scene darker so that models, colliders etc can be seen more clearly against the background
Make cargo ship door LODs dynamic
Extended crane arm cylinder length
WIP ch47 test scenes/prefabs
FishSwarm spawning is load balanced
Fixed non-zero-thickness ServerUse projectile hits not registering. Pass in the owner as the ignoreEntity for TraceAll, so they stop hitting themselves
tweaked grounds at harbor_1 for bridge pos
Fixed egress working if it was in the process of actually entering or leaving harbor
Fixed harbor 1 to work with new path
Harbor_2: extended dock ladders and volumes
lowered surface around swivel bridge by 1.25m on both harbor ground meshes
touched up terrain accordingly
Fixed fish swarm spawning inside moonpools
Fixed corpses floating inside oil rig moonpool / tube
texture tweaks, combined mesh
Refactored all of the movement code
Remade harbor 2 path to work with new movement
Fixed muzzle orientation again
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Improved cargo docking movement code to handle tighter situations
Prevents clipping on harbor geometry
Moves on rails with more deterministic movement overall
merge from main -> full_server_demos
set up viewmodel rendererer script (and turned on)
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Now loads skins when spawning tool world models
player update nailgun set up in unity
Attack tweaks.
Viewmodel muzzle point pushed back a bit.
Changed UI-Pixelate to additive blending
NPC flamethrowers don't hurt NPCs.
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Muzzle & eject loc, speed/cycle iteration.
Heavy scientist AI design fixes