134,374 Commits over 4,293 Days - 1.30cph!
lightbulb_emissive mat to opaque
Merge from naval_missions
Reduce default mission valid states work queue budget from 0.3ms to 0.1ms
Deleting duplicate hopper mesh for paintball gun
Manually call OnParentChangingClient on client entities that have no new parent. This callback was never being called in this situation, for any entities.
Remove the hardcoded immediate send for balloons on boat parenting changes as this also fixes that issue.
Merge from missionreward_stack_fix
- Remove option to check inventory space for rewards before completing missions, this is now run on very every mission
- Add some guards to while loop when dispensing rewards to prevent potential infinite loops if something goes wrong
- Getting the total required reward item slots for a mission also correctly checks item slots required for bonus rewards
More monument blocker blockout progress
force sleeping bots to refresh collider size when being removed from the BotColliderWorkQueue, catches edge case for using sleeptarget on spawned bot players
Added a method of faking better transmission for decal layers on the standard shader by manipulating the dot product of the light direction and normal
RW on blocks, work in progress on block prefabs backup
crypt building skin blocks models and gibs
updated textures, materials
Fix pool leak in DamageUtils
Don't save child storage containers of a workcart if the workcart itself isn't going to save
Disable deep sea in Bill B test map and move it to the Dev submenu
Respect item stacksize when giving out mission rewards
Adjust required slots calculation, enable checkSpaceForRewards for the naval missions
Restrict vehicle checks to PlayerHelicopter and BaseBoat just in case
Change vertex density slider to int
Switch to linear sampling where density is increased
Updated deep sea teleport checks to check for all vehicles, not just helicopters (still checks list of vehicles on deep sea manager)
Should fix submarine smuggling
blockPlacementOnChildEntities toggle on Socket_Specific entities now runs the player boat check from SocketMod_BoatBuildingBlock
This should ensure any entities that are blocked on the tugboat should be blocked on player boats
pt_boat_turret_improvements_3 -> main
Make front turret 4x less accurate (by AI) than the rear
Properly cancel reload animation if you get off a turret
Merge from naval_missions
Add some logs to help figure out why it's possible for an index to be out of bounds when accessing mission objectives
Remove turret from Invoke Handler
merge from artist_pack_dlc
Set rear turret pitch clamp 30 -> 10
Ensure front turret min walk distance is set to -2
mountable_bypass_extended -> main
Squash compiler warnings on server profiler test
- Fix null exception that could occur from putting paintball overalls on mannequins
- Fix issues with paintball damage, now should only do a tiny amount of damage to players, animals and NPC's, 0 damage to everything else. Does more damage if you're wearing overalls and shooting another player with overalls
- Add separate servervars for scaling standard paintball damage and damage when overalls are on
- Fix paintball colour not updating correctly in local 3rd person camera
- Fixes for when entering network range of another player who is holding a paintball gun, their colour and ammo amount should now be showing correctly
Rollout position per frame bypass to cannons and tugboats
Fix edge length calculation, alignment actually fixed
Merge from space_station_skin_fixes_jan26