106,692 Commits over 3,836 Days - 1.16cph!
Increased turret rotation range
Fixed gunner overlay staying open in a couple of situations
Minicopter class. Allows the population setting to still be called minicopter.population
Changed every network id & item uid from uint to long
Merge Main -> Experimental
Fixed alt-move press on clothing in main inventory when clothing slot was already taken and player had loot open displaying a "GiveItem failed" message
Fixed ores counting as produced & smelted products counting as consumed
Merge Main -> Attack Helicopter
Made the attack heli gunner cam a bit brighter
Fix some cases where the map marker list wouldn't expand to accomodate additional markers/pings on the map and compass
Fixed unassigned preintegrated fresnel FGD lookup table
Alternate design option test. Saddles not changeable. Can only equip a saddle through stable master purchase.
Log workbench entity instead of the workbench level
Log mixing table as normal crafting & set the workbench entity as the mixing table
Split crafting into two methods: item produced & material consumed
New roof variants for the portacabin buildings
Make sure we always have full anisotropic texturing in editor, when not playing
Organizing, naming, nuking
pallet_boxes_b uses the backface culled material variant instead of being rendered twice
Exterior progress
Fleshed out the portacabin buildings
Moved the chute button into one of the buildings
Added barricades and sandbags
Some dressing
Scene2Prefab
Moved placement ghost functionality to its own class
Fixed editor bug where attempting to clear motion vector target would clear scene view UI when motion vector target is unused
Null check owner when checking for mounted player in Projectile to prevent NRE
Weapon placement rotation is no longer a clientvar
Check clientside if held weapon is accepted by the current rack type before showing the UI.
Enforce weapon type check serverside.
Clear lookingAtWeaponSlot correctly so that UI doesn't get stuck.
Updated test save.
Parameter tweaks, fixed issue with raycasting
More gunner UI improvements
Show key control guide in the gunner UI
Use no gravity on heli rockets, so that they fly straight to target
Smaller crosshair shows where rockets are aiming
UI indicates when rockets are reloading
NMS exterior progress
Tweaked the height map and rock placement
Fenced off the entire chute area
Added a bunch of large props
Lighting tweaks WIP & related mats & post profile.
Add ingredients to item definitions
Fixed everything related to indirect specular + removed more useless legacy code
remove some debug logging now I've tested
wip spawn with saddle changes