124,159 Commits over 4,171 Days - 1.24cph!
Cargo can't hit oil rig when exiting the map
Cherrypicked cargoship.egress command from deep sea branch
merge from fix_sam_site_reload -> main
merge from hackweek_crosshair_customization
Fix crosshair not getting initialized correctly with the settings
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Cargoship path no longer goes around oil rigs
Fix sam sites not reloading after a period of inactivity
- fixes SAM sites shooting <6 rockets before pausing to reload when an MLRS strike happens (or air vehicle but that's not as much of an issue)
- will automatically reload after 45s of no target (convar `autoreloaddelay`)
- rename Reload() -> LoadAmmo() because the reload code wasn't actually loading ammo
Update tooltip phrases, rename static 2 to semi-static
Fix some options not getting darker on hover
Allow spacing to bet set closer to 0 for more customization freedom, like making small crosses
Set opacity to 1 instead of 0.8 when dynamic
merge from modding_drone_tax -> main
fix rain button not displaying particles, added parameter to set initial rotation when loading objects into scene
Add `ent dronetax {Amount or Item Name}` to manually change drone tax for testing
merge from modding_drone_tax -> main
Reapply proto changes
Only send delivery fee in network data, don't save to disk
Make preview crosshair size more similar to the real crosshair, it was very slightly off before
Fixed warmup method not waiting before calling PostWarmupPage
Fix settings preview crosshair staying visible when switching away from the settings tab, also stop it from updating when it doesn't have to
merge from modding_max_hp -> main
- fix ent commands sometimes showing "no command found"
- modified setmaxhealth command to work with new maxHealthOverride
- clamp maxHP after overriding it
- fix compile errors
Code review:
- Use ForceMode.VelocityChange
- Scale by bike performance fraction
- Max 10 bunnyhop multiplier force
- Recalibrated bunnyhop force values during testing
- Cleanup of old and new input state checks
merge from main -> modding_max_hp
Add `maxHealthOverride` to BaseCombatEntity so any entity can have their max HP overridden
- setting it to anything >0 will cause MaxHP to be overridden on both server & client
- check for maxHealthOverride in every MaxHealth() override
- works for all entities (except nodes because they don't show their HP to client)
Add `ent maxhp` command to allow setting max HP to a non-default value
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Halloween Wallpaper - Final textures, WIP Icon placeholder
Missed commiting .proto file for `fix_turret_interference_order` branch (filtered to .cs files)
Boat building station triggers setup.
Cleanup.
merge from fix_turret_interference_order -> main
merge client_io_standalone_lines to naval_update
Added new emission features to the Standard (Specular Setup) shader and fixed a null ref
Serialize list of interfering turrets during save so we can restore the same state after restart
Add toggle for DepthOfField in workshop scene, add tooltips to all control toggles
Added a generic await WaitForWarmedUp method in UI_Page
Fixed a tmp nre caused by UI_Page text caching
Added comments in store warmup methods
Anim updates for smg and l96
Rejigged barge prefabs to centre pivot at origin, fixed transforms in scene. Vert painted barge surfaces on supplies, farm, food market.
Convert prefab ship wires to new client IO wires, disable ship wires on the server in every variant.
Hooked up the custom emission mask UV tiling and offset and made the emission scroll velocity only show the X and Y fields
added some mannequin prefab variants for poses