32,250 Commits over 4,048 Days - 0.33cph!
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Fixed tugboats not drifting if they had deployables or doors.
Tugboats now also check On state and don't drift if engine is on (though this was already very unlikely to ever happen).
If boats are blocked from drifting, boatdriftinfo convar will now tell us why
Attack heli: Fixed gunner interaction being possible from driver seat
Reduced attack heli turret upward gun movement range, due to barrel clipping for some weapons
Fixed first person spectating not properly hiding the head section of the player model when mounted to a mountable set to First Person with Arms
Attack heli now shows damage FX on the rocket pod texture too
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merge from ConvexDeployables
More efficient vehicle finding in fixcars convar
When seconds_until_shore_drift or seconds_between_shore_drift convars change, the values are now correctly updated on existing boats.
Don't reset boat shore drift start time when restarting server. Save the value.
Added boat position to boatdriftinfo convar
Merge from heli_flares. (F15 FX update)
New boatdriftinfo convar gets info on shore drift status for all boats on the map (and why they have or haven't drifted)
Fixed keycode entry UI sometimes showing up when it shouldn't be in modular car interactions
Merge Attack Helicopter -> Main
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merge from terrain-texture-lod-fix
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Fixed TimedExplosive throwing a server error if it's missing an explosion effect (occurred when a flare times out)
Merge from parachute (fixes, sam site targeting)
Increased texture resolution on the specular textures as well, from the original 32x32 to 1024x1024. There is detail in the alpha channel
Increased Patrol Helicopter texture resolution 16x from 512x512 to 2048x2048. Increased Patrol Heli rockets resolution a lesser amount, from 512 to 1024.
subtracking
86336 weapon_racks. Server error startup issues - IndexOutOfRangeException: Index was outside the bounds of the array.
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Merge ConvexDeployables -> Main
Merge from hab_lighting_fx. Hot Air balloon lighting and FX update.
Fixed RMB firing attack heli rockets when not in gunner view
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Reinstate my custom-shader-based fix for the attack heli gunner UI because some gun components clip through even at a minimum distance
Updated attack heli gunner UI to show both current rocket ammo before reload, and the total rocket ammo available
Don't show ammo value on the attack heli monitor UI preview, since it's not actually set
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