3,310 Commits over 3,714 Days - 0.04cph!
apply crane damage reduction after player damage
shredded modular cars now produce resources associated with their attached modules
increased magnet crane respawn time to 5-10 minutes (was 1 second)
increased kill trigger damage on car shredder
fuel system
hand ik
properly enable/disable damage triggers
crane driver now takes damage from bullets
!can no longer push cars through terrain
fixed tread/shock values of magnet crane
added conveyor belt triggers to shredder
fixed client/server mismatch on shredder
added hurt trigger to shredder
removed debug.logs
fixed no client collision on mangetcrane arms
added proper gibs/explosion effect to magnetcrane
fixed magnetcrane auto-despawning after server was up for 4 hours
allow any player to mount magnet crane
magnet crane disable hurt triggers when inactive
disable collision between magnet crane and carried object
destroy magnet crane when tipped over
always kill occupant of magnet crane when destroyed
added headlights to magnet crane
disallow ability to push magnet crane limbs through objects
added serverside colliders to magnetcrane base
fixed shreddable_pickuptruck not having client collision
magnetcrane now self-damages when leaving the junkyard
improved magnetcrane suspension and center of mass
lowered magnet refraction effect
crane hurt/repel triggers
treads now move during turns
first person camera on magnet crane, updated sitting pose
added scrap as shred reward for 2/3/4 module cars
missing changed steam categories
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removed horsegang
heavy armor now prevents mounting of horses due to weight limitations
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tightened up recoil response on revolver/sap including animations
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reduced hostile duration for players hit by peacekeeper turrets to 5 from 30
added workcart sit mountpose enum
workcart braking effects
fixed ParticleSystemContainer not playing effects on ParticleSystemCull objects with playOnShow set to false
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tunnel dwellers drop very slightly more loot
added ForceInitialSpawn to ttrain_tunnel_double_straight_a
Lootstrips have slightly less chance of a tool crate
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workcart gibs correctly assume override colors
temp fix for underground gunshots being heard on the surface
warning when dungeon navmesh fails to build
delay respawn during puzzle reset until spawn points are available
wrap NPC navmesh error under developer 1
fixed oilrig navmesh being cut off due to AABB
properly wait until all navmeshes are built before spawning NPCs
higher budget for coverdistance calculation shortly after a navmesh was completed
store longer cover distances (40m instead of 20m)
move exfil points from CH47Scientist to side of hull instead of on blades (???)
snap HumanNPC NavAgents to HumanNPC navmesh instead of "Walkable"
Update NPC position outside of think budget ( fixes stationary npcs during low server fps)
reduced tunnel dweller ammo loot, reduced milcrate chance from tunnel dwellings, reduced crate chance to 1-3 instead of 2-3 for tunnel lootStrips
max depth/altitude optional value for safe zone triggers
fix for low distance road cones on train barricade heavy
fix for spawngroups sometimes utilizing full spawnPoints
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