32,316 Commits over 4,048 Days - 0.33cph!
Merge from static_building_parts
Fixed missing sounds for smoke grenades and supply signals, borrowing the sounds from F1 grenades
Removed silence from the start of the combat knife deploy sound so that it doesn't sound like you're scraping it on your head
Fixed missing deploy sound for combat knife (missing animation event)
If an attempted spawn by the spawn handler fails (e.g. due to something being in the way), don't count that as a filled spawn - let it try again unless numToTry is exhausted as well
merge from combat balance changes
If destroying a train car during spawn, wait one frame. Prevents NRE when the spawn also involves a network group switch.
Merge from flashlight_on_fix
Merge from experimental (Unity 2020.3.34f1)
merge from SprayTranslationFix
merge from server_blocking
More early exits for when trains are destroyed during update ticks, and more checks for disposed CompleteTrains (since we free the train car list when disposing, we can't reference it afterwards). Fixes the root cause of the NREs that were fixed in
71430.
Fixed a couple of CompleteTrain NREs
flag road_0001-hapis_road_asphalt_2 as r/w, server and client complaining
Fix attempt for SprayCanSpray_Freehand NRE
Fixed spray can pie menu sound playing even when players don't have the store item that enables it, and fixed all pie menus playing their cancel sound together with their open sound when first opened (introduced in 3572 - despite millions of pie menu activations, this went unnoticed for 7½ years!).
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fixed broken options menu ordering
add flags to weapon mod hash (fixes crosshair not updating when laser is turned on/off)
m39 viewmodel punch
added alternative ammo types to pump loadout for weaponstest
merge from /hapis_conversion - Hapis RC
Reverted GetItem to the older version without GetCachedItem. GetCachedItem is now only used in DelayedModsChanged.
Null check to prevent BaseLiquidVessel NRE
updated local player impact sound
standing stance penalty reduced for first 4 shots. accuracy progressively reaches this level during a burst rather than from shot 1
HMLMG aim cone probability reduced
HMLMG first shot accuracy increased
recoil now uses slightly random vertical values vs static ones
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Fixed coupled train cars not loading in the train cars next to them (from save)
EngineUI prefab commit, it seems to want to commit some more info about font colour. Maybe this will stop Unity refreshing it so much.
Bugfix, handle train coupling changing before server init
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fixed crosshair garbage allocation
HMLMG desc update to reflect its characteristics
merge from vehicle_sensitivity_slider
Removed hudcomponenttoggle, replaced it with just using hudcomponent with no second parameter
[Paddy requests]
- Added select all and select none options to the HUD Tools menu
- Added a toggle version of hudcomponent
- HUD toggles now support enabling and disabling HUD components that don't have their own canvas (e.g. Vitals)
- Crosshair sub-components are now manually included in the tools list as available to toggle (can also be toggled via convar)
[For Paddy] Admin client convar for HUD component toggles. Format: hudcomponent BeltBar t
It is, unfortunately, case sensitive.
Apply the 50% minimum distance to SprayLineDecal as well
Fixed decals disappearing very early at low Object Quality settings