110,878 Commits over 3,897 Days - 1.19cph!
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Update: recycle sounds when destroying a BaseLiquidVessel
Tests: none, trivial change
Update: recycle sounds when PhoneController is destroyed
Tests: none, trivial change
Update: recycle sound when MobileInventoryEntity is disabled
Tests: none, trivial change
merge /cpu_batching_instanced → /aux
Un-check Read/Write on all meshes
Update: recycle sounds when RadiationOverlay is disabled
Tests: none, trivial change
Added "Unmark Readable" Tool to remove Read/Write from meshes
Fixed instancing to work with non-read-write meshes
Update: recycle sounds on SoundFollowCollider disable
Tests: none, trivial change
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Updating all other fireballs progress.
Update: CoalingTower stops it's effects on client side
Shouldn't have any effect now since we don't despawn them, but will avoid pooling issues in the future if we suddenly start
Tests: none, trivial change
fixed drawbridge material ids
icon
pickup
repair
manifest
deploy setup
desc changes
Merged siege weapons into jungle for material and texture reuse
Added generic client-side hostile warning setup including TriggerHostileWarningZone, IHostileWarningEntity.
Setup for auto turrets, show hostile warning marker if in range of a peacekeeper turret, set trigger range based on sight range of turret.
WIP.
Moved metal beam textures and materials to generic. Resuming work on jungle walkway kit.
merge ice_sculptures->Aux2
merge from fridge_container
fridge inventory slots 30 -> 48
change filestorage convar to actually have the default behaviour again (uses a null string check instead of trying to use the server identity before its been set)
- renamed to filefolderoverride
merge from homing_missile_loot
Added homing rockets to high end orinance and rocket ammo collection - APC, Attack helicopter
First pass at ice sculpture shader with basic/cheap edge detection
moved entities to the subEnts folder for clarity
updated/placed drawbridge doors in siege tower
drawbridges colliders pass, material assignments - prefabs will need revisiting once lods are in
Added air wolf 24x7 station
Builtin radio stations are now loaded locally and don't need to be in the station manifest, still verified on server (so we can add new radio stations and they will work on staging)
Surgeon scrubs no longer require workbench to craft
Updated vendor listing on map widget to reflect new dynamic pricing
Better UI info on sell order
First pass on vending machine prices changing scrap received when selling items (eg. fish exchange) using the dynamic pricing mechanic
Server will start with fish prices 50% lower, can increase to 100% extra scrap if no fish are being sold
Add the radio as a stand alone entity/item
Set up sockets on relevant vehicle modules
New ModularCarRadio stub class to reimplement behaviour out of the cockpit class
Expose many more configurable properties
merge fix_map_interface_nre -> main