4,780 Commits over 1,400 Days - 0.14cph!
Scale trailer hackweek entity by 2.5x
Allow towing attachments to scale the force before the joint breaks on a per-prefab basis
- instead of changing global convar for hackweek each time I load the editor
Craggy with hackweek junk on it
Make trailer into it's own entity prefab, apply enough stuff that is now functions as a trailer that can be towed (similar to siege machines)
Make Trailer it's own entity class that inherits from BaseSiegeMachine
Add box collider to the shipping container ceiling for hackweek (instead of convex collider)
Add trailer chassis that is scaled larger to fit building block sized trailers
Add shipping container building block trailer prototype thingy
Disable the RendererBatching components on shipping container skin for the hackweek
Enable streaming on recent updates new content textures
Enable streaming on more DLC textures
Enable streaming on a bunch of naval textures
Enable streaming on a bunch of recent DLCs
Add `visibilityradiusdeepsea` convar to increase the network range in the deep sea
- default to 20 (640m)
Fix occupied seats not working after a vehicle is copy pasted
Fix `printspeed` not working on vehicles with old mounting behavior (reposition instead of parenting)
merge from main -> print_speed
merge from print_speed -> main
Added `printspeed` command to help measuring boat speed
Fix the mortar facing backwards when placing (even though ti's a placeholder model)
Make the placeholder item icon for a mortar shell more distinct because a blue rocket is terrible
Switch the adjustment tool from hammer -> pipe tool because holding E to pickup prevents the radial menu from opening
Add per-player cooldown so you can't alternate mortars to fire faster than intended
- set cooldown on both players & mortars
- use prediction to set the cooldown on the client after firing the mortar so the UI for "Fire" doesn't flicker before the network update is sent
Make "Fire" take 2.5 seconds
- shorten cooldown from 4 -> 2 seconds to compensate
- using the progress bar to imagine some kind of loading shell animation and then the mortar would have a short cooldown after shooting before you can load the next one
Keep setting up prefab
- enable repair
- set max health
- reduce placement angle from 45 degrees to 15 degrees (since it's currently based on large box placement)
merge from main -> mortar_prototype
merge from revert_roof_stability_fix -> main
Disable the convar `support_highest_stability` to revert the roof stability fix
- convert from convar -> hardcoded to ensure it stays disabled for now
- fixes rare situation where stability would keep updating and ruin server performance
- safer to revert to old behavior first before attempting more fixes
Make GetActiveItem() work on both client and server
Update manifest (mortar related stuff only)
merge from fix_manifest_errors -> main
Update manifest (prefabs)
merge from main -> fix_manifest_errors
Regenerating the manifest added new pooled strings to it (not concerning at all)
Update manifest (manifest)
Update manifest (prefabs)
merge from main -> fix_manifest_errors
Include count of total amount of warnings and errors after the manifest finishes generating
merge from main -> fix_manifest_errors
Handle NRE inside NPCAnimController.DoPrepare()