32,214 Commits over 4,018 Days - 0.33cph!
Fixed vehicle sub-entities doubling up on the client side
Merge VehicleUpdates -> Main, let's try this again
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merge from human_ai_combat
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cherrypicking
66864 - fixed hazmat suit displaying the incorrect VM
Revert the accidental revert of the revert. Subtracts
66868.
Reverting all the vehicle merges (let's test this on a branch first)
Fixed prefab preprocessing never running on entities that spawn as child entities / nested prefabs (this will need testing for vehicles after loading a save and for map entities after wiping a server)
Handle bones that don't exist on the server in BoneDictionary transform lookup
Revert
66868. Was causing trouble with PrefabAttributes that tried to double-process when already destroyed.
Allow prefab pre-processing to include sub-entities. Fixes nested entities on vehicles not stripping client/server-only components. Need André to review this.
Merge misc_improvements -> Main
Merge IntegrateVehicleSubEnts -> Main
Fix ProjectSettings set to CLIENT
Merge MLRSUpdates -> Main
delete unused murderer and bear_full prefabs
removed deleted scripts from a couple of prefabs
merge from delete_htn2, removing everything Apex and HTN related.
Added a skin redirect editor (Tools/Skins/New redirect skin) that creates relevant prefab variants and makes standard changes required to get the redirect working (item names, pickup, repair, shortnames, etc)
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Expose bear, boar and chicken population values in admin UI
Increased scroll speed of server info and convar lists
Update DryWetMidi plugin to fix .net version
Skull rock skin can now be recycled (5 stone, same as the rock)
Skull rock skin worldmodel LOD closer matches rock worldmodel
Fixed MLRS realigning bool not handling negative values on the server
Fixed missing sfx on skull rock skin viewmodel
Give the card table pot storage a working loot panel reference as well, though it shouldn't matter as this storage is never accessed by players.
Fixed ridable horse corpses not being lootable.
merge from
66430 - Fix for case where inserting a loaded weapon into an auto turret would sometimes lose the ammo already loaded into it
Merge generic_large -> Main. "Re-add generic_large loot panel with 42 slots (for modders)"
Fix BaseMountable PlayerIsMounted checking _mounted instead of player.GetMounted()
Fix for modded servers that have modified the maximum stack size, where players then load >12 rockets into an MLRS, and the MLRS tries to shoot rockets that it doesn't have tubes for, causing IndexOutOfRangeException in FireNextRocket.
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merge from Desert_Military_bases
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Fix PatrolHelicopter removing its VehicleWorld collider on the server instead of on the client. Fixes it not taking any damage from server-side rockets.
Set aiming module slot max stack size to 1
Fix bugs with MLRS rocket inventory:
- Fix ammo stack item occasionally being used with amount == 0 (would end up leaving one rocket unfired)
- CanFire now also checks IsBroken