31,177 Commits over 3,928 Days - 0.33cph!
Attempt to fix invalid splats for cave_large_sewers
Use existing HasADriverSeat method - don't need IsCockpit
Fixed central looking looking only at the driver, instead of everyone in a cockpit module, when determining if it should re-enable
Added LODGroup component to terrain_blend_cube
Tweaked clone icons to more clearly show berry colour
Added 'A-pose' clip to cinematic controller
Added 'ent auth' support to modular cars with code locks
Car lift no longer sends lock code to clients
Don't show the vehicle lock keycode on the lift at all (prevent others seeing the code because you're probably using the same code for your base, aren't you?). You can always destroy the lock if you forget your code.
Added a phrase explaining the lock code being hidden in streamer mode.
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Potential instrument LateUpdate fix
Hide codelock on vehicle lift loot panel when in streamer mode
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merge from burstmodule_improvements
merge from burst_module_improvements
Attempt to fix harmony failing to resolve DLLs on disk
merge from canvas_disabler_2
Disable harmony in the editor
Fix y == 1000 not being included in the dungeon layers
merge from m92_ads_sway_fix
merge from turret_optimize
merge from steam_auth_tracking
Reduced the crafting time for embrasures
Reduced the crafting time for all grenades
merge from nicer_underwater_labs
Regenerated the vehicleediting loot panel. Was throwing errors post-merge.
Merge ModularCarCodeLocks -> Main. Replaces modular car key locks with code locks.
- At vehicle lifts: Add a code lock (same cost as a key lock was - 75 metal frags), view the code lock's code, change the code, or remove the lock.
- Damage a module down to 20% health or less to enable an interaction to break the lock (on the whole vehicle). Or push it to a vehicle lift (note: pushing codelocked vehicles is disabled in safe zones).
- Once you've entered the code once, you're whitelisted and don't have to enter it again.
- No guest codes, but I'm open to adding them if there's significant demand.
HLOD generation now ignores GameModeObjectToggle components
Fixes reclaim terminal appearing in outpost HLOD
Updated outpost HLOD assets, prefab is unchanged
Piano no longer uses closest midi note if it's missing a note
Merge fron nov22_community_merges
adjusted the offset to the arrow graffiti mesh on the caboose
Fixed drum sticks floating in air after dismounting drumkit (probably affected xylophone as well)
merge from save231 - Staging wipe
Added debug dof option to modelviewer
Brought throwable snowball impact effects in line with effects from snowball gun
Fixed not being able to drag non-cassette items onto the portable boom box
Fix streamed radio audio looping incorrectly if the players performance drops below 10fps
There is likely still some stuttering but it should recover once performance improves
Added null check on the conditionals list in ConstructionSkin.SpawnGibs