196,397 Commits over 4,110 Days - 1.99cph!
Fixed wooden external gate barbwire not damaging the player (layer issue)
New convars for saving and loading a set of gear onto players for cinematics:
"inventory.saveLoadout" saves the currently equipped belt and wear inventories into a file
"inventory.deployLoadout" applies a saved loadout onto the given player
"inventory.deployLoadoutInRange" applies a saved loadout onto all players in a radius
One more change to repel trigger
Fix more settings on RepelTrigger
Fix repel trigger IgnoreMounted setting
Add entity validity check to TriggerMount
Merge new mount trigger used in modular car seating. Revert #
52369. Simplify TriggerHurtNotChild.
New TriggerMount that mounts players inside the trigger
Simplify TriggerHurtNotChild
Removed double tube gibs
Revert gib meshes
New protection properties for paddling pool that makes it extremely vulnerable to slash, stab and bullet damage
Copied the tube gib fx to the pool
Updated pool collider to remove ladder and adjusted ladder volume
Add two ramp colliders to the stairs on the pool for smoother movement
Replaced ripple particle with displacement component on board and tube
Increased car protection vs basic damage types (blunt/slash/stab)
Subtract sleeper fall-through fix, as we don't want sleepers in HAB or scrap heli to fall through.
Fixed car push not working at extreme, low angles
WIP particle hookup for board and tube
Fixed vehicle lift UI not showing all repair components
Switch one frame to Tom's new model
Further increase engine internal item health
Increased car fuel consumption
Try a naive fix for the LightEx NRE errors
Properly fix NRE in VehicleEditingPanel
Color balance tweaks for new grass
Sharpened certain plants to bring out the texture details
Fix for Temperate_Grass_a not spawning
Fix NRE for entities which do not have a network group
bradley uses new vehicle engine sound system
Optimizied wooden cabin wall modules
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fixed vendor NRE, fixed collision nub on helipad
vehicles are protected from damage shortly after purchase
bandit guards now used a merged wearable to help with bandit town performance, fixed bandit guards not equipping weapons
Bandit Guard skinning fix
Water pistol liquid material setup
Do not deduplicate messages smaller than 10 characters
Try _stat64 if we get EOVERFLOW in bootil
Try _stat64 if we get EOVERFLOW in bootil
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Merged bandit clothing items into single Bandit Guard suit
waterpistol vm mesh re-exports
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can no longer draw weapons in safe zones, players who are not hostile take no damage in safe zones (anti roof campers) sleepers are automatically killed after 20 minutes inside a safe zone instead of needing an NPC to find them
added many more recyclers to compound, hostile timer is smaller when the menu is not open, fixed conversationUI blocking interactions with map/tossing items
Get rid of dropprimary console command