139,396 Commits over 4,474 Days - 1.30cph!
Keep the dialog window open right up until you dismount
Stop left/right doing anything whilst frozen on the table
merge from water_treatment_plant_maintainables
Waterpipes now avoid monuments when trying to place, by checking against 2x Bounds, so they won't be inside preventBuilding zones
Increased spawning of waterpipes to compensate for no monument ones, made more consistent: 50+30dither -> 25+10dither
Fix watercatcher flag conflict
added convar that prints how many water catchers are registered to the WTP broadcaster "watertreatmentswitchbroadcast.get_num_listeners"
Merge from PlayerMaintainedMonuments
Merge from PlayerMaintainedMonuments/powergrid
Add poolable component to kayak/bike/rowboat/horse
Merge from PlayerMaintainedMonuments
Merge from powergrid_demo_fix
Code audio changes for fuse audio state
Add 'demo.forcepowergridstage' convar to force a particular powergrid stage during demo playback
Fix some issues with PowergridToggle component
Merge from PlayerMaintainedMonuments/water_tank_spinner_audio
Finalized WTP conditional lighting & fx.
Fixed water tank sounds playing multiple times
Potted pool balls fall into the basket under the table and can be physically seen
(resues the models used for normal game time)
juggled new tool icons a bit
cleanup, also added a sculpture-up aligned placement for carving/additive modes when duck is held the shapes align with the pedestal
reset siege vehicles, train car, sub
Added new sounds to the fuse boxes :electric_plug:
WTP Conditional lighting WIP.
Reset snowmobile, tugboat, horse, rowboat, bike
Reset modular vehicles too
Powered variant of the generator & related files
Reset state on mountables and base/combat entities
cancel invokes on pool, restore go active states. (could probably subtract this later)
Added boundary validation to Facepunch.Math.Epoch.ToDateTime/FromDateTime
Fixes an issue where setting wipetimer.wipeUnixTimestampOverride to an invalid value, causes all players to get kicked while server is spamming errors
Add initial poolcouts to vehicles
Audio code changes for water tank spinner and added new sounds :ocean:
Merge from satellite_crash
Satellite remains now check the satellite collider for salvage hits.
Hide teh satellite model and collision when fully salvaged, keep the terrain.
Runs on a flag so it remains correct across network vis.
Add Model componet so bone ids get added.
ClipCurve-like tool to drag a line and take a chunk out of the sculpture out with it
Merge from lootpanel_nre_fix
Revert change that stopped loot panels from reverting to the quick craft panel when closing them
Causing a few issues across different loot panels
Added audio support for the water treatment water tank
wooden loot crate 1 lods and gibs
merge from ocean_sim_waterlevel_trace_fix