194,760 Commits over 4,079 Days - 1.99cph!
Potential fixes for screenshot issues
Fixed cargo ship speaker using RendererLod rather than LodGroup and disappearing after the cargo ship starts moving
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Fix dance floor achievement incorrectly requiring more than one player
Lower boom box decay rate (portable and deployed)
Fixed microphone stand not being set as default blueprint and not unlocking with dlc
Update language files
Temporary safeguards for missing IsConCommandBlocked
Fixed duplicated constraints not getting the correct player argument (i.e. its always false after duplcation from file)
Turned off train signal lights
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TTT: add a player mic volume slider to the scoreboard (Community Contribution)
TTT: fix table.Shuffle (Community Contribution)
TTT: fix propspec_allow_named setting not taking effect (Community Contribution)
Wrap some exceptions in MicrophoneStandIOEntity
Merge from voiceprops/dlc (achievements)
Skin update (fixing Lost Soul AR and Chocolate Egg)
Compile fix
Another attempt fixing looping gestures not ending
Prevent all view direction change while incapacitated
Calling inure or injure_player console command when in crawling state now progresses to incapacitated state
Merge from voiceprops/dlc/achievements
Merge from voiceprops/dlc
Adjust first-person crawling eye position
Fixed not being able to repair deployed boom boxes while they are playing
Reduce crawling player model collider depth from 0.75 to 0.2 to stop them being able to push other players
Cancel gesture via an RPC and not a signal
Better behaviour for held boom box and recorder tool when holding player sleeps
Remove a server side debug key accidentally left in
Make it easier to push flip a rowboat over. It was really difficult for one person on flat ground.
Be more lenient with seat clipping checks, now finishing the check right at eye level. Fixes player hitting their head on the damaged floor above when riding a horse at Water Treatment
Add rifle ammo to my loadout
Removed the diesAtZeroHealth bool that I added some time ago for vehicle modules. Use a system similat to BasePlayer instead, just overriding the Die() method to not die.
Everything that was currently using diesAtZeroHealth = false:
- BaseVehicleModule now uses a blank Die() method instead.
- computerstation.static, ReclaimBackpack, ReclaimTerminal, StaticRespawnZoneBandit, StaticRespawnZoneCompound, microphonestandio, and elevatorioentity were immortal so wouldn't take damage already.
- StorageMonitor.deployed has been changed from DeployableGeneric protection to Immortal.
Now that wounding is single-stage again, Die() no longer needs the canBecomeWounded bool. Remove it.
Cherry pick everything (rip branch explorer)
Fixed not being able to place items in dropbox
updated crawl anims
updated player animator - changed anims and speed values in crawling blendtree