111,855 Commits over 3,928 Days - 1.19cph!
- correct WaterFactor handling with eye height
- corrected deployable spawn orientation
- driving animation with throttle input
Switched method of equipping
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Fixed incorrect patron wait condition
Fixed a potential OOB error when clearing wires
Added CallsPerSecond attributes on SeismicSensor, Electrical Branch and WireTool RPCs
Codegen
fix for 3p captive struggle anim not working
Spawned vendor now points in the direction of initial travel
Client stop targets discarded
Added vendor fronts to new WIP model
Removed DDdraw's
Removed redudant ServerInit in vendor front
storage building large progress
Show belt items as locked to make it clearer you can't use them when handcuffed
Sorted wheel values
Vendor moves as expected again
Added "togglecluffslocked" console command
Play the old workbench open/close sounds when opening a tech tree on a workbench
Play just the appropriate open sound when switching to a tech tree
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Hooked up first person struggle anim for unlock minigame
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DPV changes
- toggled world collider to represent horizontal character better
- drift stabilizing force scales against engine power
- some cosmetics toggle with flags
Relaxed the seismic sensor distance checks to mitigate wall thickness
Tossing a C4 on a wall exactly 10 foundations away was not working as it was 30.25m away from the sensor
Wire slack bound to the mouse wheel directly instead of next slot/previous slot
Set a few culling convars to admin-only as changing them might cause problems
correct protobuf entity name - no serialized data yet, so keeping the same field id
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marge from hackweek_renderlod_collapse
merge from ScrapHeliSpeedoFix
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Let's fix this properly.
- ALLOW swaps that take an item in a stack-limited container and try to swap it with another item that's stacked more than the container allows.
- TRY to take just one from that stack and leave the rest in the old inventory, while also depositing the item that was dragged out.
- CANCEL the process if the player has no inventory space for the new item (since unlike a normal drag-swap, we need an extra slot for the split item).
Frontier Hazmat viewmodel
Block drag swaps of this sort: An item is dragged out of a stack-limiting container onto a stack of items which have an amount too high to go into the container. Fixes all but one item in the stack being destroyed.
Unlike the previous fix, this version of the fix does NOT prevent right-click or hover looting one item from a stack into limited-stack containers.
Lods + bakedLOD textures/material
Revert
98139. This revert:
- Fixes hover looting stacks of items into containers with an item limit less than the current amount on the stack.
- Fixes the same issue for right-click looting.
- Breaks drag-swapping two valid items between inventory and a container with an item limit less than the current amount on the stack (e.g. dragging a stack of engine components into a modular car engine slot that already has a component of a different tier - all but one item on the stack will be lost).
Clamped culling.entityUpdateRate minimum to 2 instead of 0.015
Setting this to a low value was causing culling issues (potential invisible players, animals...)
Add convars to all of profiling analytics
- profiling_server to enable / disable feature (instead of relying on if upload url is provided)
- profiling_{feature} for each part we measure
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