112,362 Commits over 3,928 Days - 1.19cph!
Fixed parented wires not being updated when opening/closing the door when wiring
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powerlines ziplines prefab rebuilt
updated textures for legacy crate
Fixed heat haze artifacts on incendiary rocket explosion
fixed cargo ship harbor container displaying further than the others
Restored a method widely used by plugins
subtract
96396 bradley_scientists_changes until my Unity starts working
Implementing some of QA's first round of feedback on radtown redux
S2P
primitive colliders for generic doors and windows frames
merge from huntingtrophygibs
merge from harbor_crane_ramp_fix
merge from bradley_scientists_changes
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merge from mission_improvements_may_24
merge from storage_adaptor_parent_fix
Set use physical keys back to off, was possibly enabled as part of the 2022 upgrade
Functional motorbike kickstand, some refactoring
Crossbow & legacy bow fire arrow visual upgrades.
Compound bow 3rd/1st fire arrow updates.
Comment out PingEstimator spam
Fire arrow projectile visual revamp
Trimmed the trail renderer from it for performance, since it's covered by smoke trail anyway
Arrow now illuminates a little bit around it mid-flight.
Isolate EffectParent changes to the flamethrowers via a new separatedEffect field, should only be used if animators are causing interference
Fixed flamethrower vms getting strangely offset particle effect spawn positions
Not entirely sure how but they seemed to be getting affected by the parent animator in a negative way, so they now live in a separate hierarchy and I've updated the EffectParent script to handle this situation
Tracking down a very weird NRE that we can't reproduce. Modified SpawnScientist in CH47HelicopterAIController
Fixed water bucket VM fluid sim not working with viewmodel camera
Also did some general cleanup of the fluid sim script
Fixed sleeping bags preventing door controller deployment
Reworked fire arrows on hunting bow viewmodel
Recache viewmodel renderers on molotov
Merge from main (needed for S2P)
Remove kinematic rigidbody from client side cotnainer pickup crane, seems to fix strange mobility issues on stair ramps
Also cleaned up the prefab a bit to clear out a bunch of unused transforms on the server
Will need a S2P on both harbors once merged to main
Automatically spawn players at random points on the map every half second (and then kill them)
separated kickstand from the main rig to allow for the sidecar connections
Fix triangle foundations not lining up after building outwards due to side sockets being 0.01m offset
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Remove more PingEstimator spam
Automatically kill players 20 seconds after spawn, unless they're the local client player
Fixed all hunting bow arrowheads so they don't render on the middle of the arrow shaft in 3rd person.
Reworked the fire arrow flames so that it doesn't bug out and stretch on vehicles.
Also added a tiny light source to it and made it look and perform better.
Merge NudityNREFix -> TrackDownRagdollStalls
Cherry pick
96364 as there were other changes on that branch that aren't ready for main
Fixed errors when using server-side corpses and pixellated censoring in editor, or changing cencoring mode in editor with server-side corpses present
Fixed the timer box staying active when a mission doesn't have a timer
Fix Socket_Specific_Female not getting parented to the target entity if parentToBone is false, fixes storage adaptors not getting parented properly and preventing industrial setups from working
added candle and flame to jackolanterns, re-rendered carvable pumpkin icon as previous one clipped
Fixed EffectParentToWeaponBone leaving orphaned particle effects in the world after the player changes weapon