115,314 Commits over 3,959 Days - 1.21cph!
Add `global_network_debug` convar to control printing "took X time to send trees / global updates to player"
exported hml updated anims and rig
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merge from water_jump_force
merge from windmill_material_fix
Bandit Town S2P (uses windmill_static)
Fixed missing materials on windmill - This was because the windmill shared materials with quarry deployable that were removed
exported updated homing missle launcher viewmodel animations
S2P bandit_town - fixes HAB not spawning when bought at bandit camp
updates to launcher vm prefab
cleaned up launcher holdtype entity
merge from hotairballoon_deathscreen
merge from ConvexDeployables
merge from HomingVsPlayerHelis
Updated unpacked parachute prefab with new model (still not final though)
Updated parachute item icon
Ran autoset script on homing missile launcher to set dimensions and grid size.
Removed pegs for now as neither peg is large enough.
merge from save241 - Staging wipe
Fixed issues with industrial crafter placement on workbench 2 and 3
Fixed NRE when attempting to inspect or unlock homing missiles (null item in additional unlocks array)
Fixed a warning log getting spammed every time a blueprint is selected in the inventory
Don't allow looting attack heli storage if there's a driver
If either player fires any weapon on the helicopter, both players are now marked hostile regardless of whether the weapon hurts anyone
Update attack heli storage naming, for additional clarity
Added storage interaction to the collider near where the flares come out
A few edits for pilot flares
HasValidParachuteEquipped safety checks
Don't keep firing flares at ultimate speed if the player holds down the flare fire button
Simplified pilot flare obj
Attack heli pilot flares are now functional vs homing rockets (not just visual)