4,142 Commits over 1,157 Days - 0.15cph!
merge from fix_ammo_count_not_updating -> main
Also show flamethrower fuel count when inside a chest / main inventory
merge from fix_official_gamemode_tags -> main
Remove `vanilla` tag if a gamemode is set
- fixes servers having both vanilla and a gamemode tag which causes the gamemode browser filters to not work
Add `ignoreversiontag` convar that allows the client to show every version of server in the browser
- lets you see release servers when on higher network version in the editor
merge from fix_ammo_count_not_updating -> main
Fix "Unload Ammo" button not showing after a gun is reloaded if the ammo is in the main inventory while gun is in hotbar
merge from fix_ammo_count_not_updating -> main
Fix ammo count not updating when gun is fired
- bug from showing chainsaw fuel but should also fix ammo count being slightly delayed when at higher ping instead of using client prediction
merge from fix_backpack_corpse_remains -> main
Fix backpack not being inserted into corpse remains if the backpack has items in it
merge from qol_train_inaccurate_turrets -> main
merge from qol_train_inaccurate_turrets -> main
Turrets are less accurate when shooting players on moving trains
- 10% chance to miss per m/s of train velocity (convar trainturretinaccuratepervelocity)
- works out to 35% chance to hit at 10 m/s (medium speed) and 12% chance to hit at 20 m/s (high speed)
merge from fix_corpse_limited_slots -> main
Increase slots of corpse remains (what the corpse despawns into) from 36 -> 42 slots to fix edge cases where the player corpse has more items than the corpse remains can hold causing extra items to go straight onto the ground
- switch loot panel from generic -> generic_large to show >36 slots
merge from fix_outbreak_death_icon -> main
Fix outbreak scientist loadout losing the DeathIconPrefab reference as well
merge from fix_oil_rig_invisible_collider -> main
Fix invisible collider on top level of large oil rig
merge from qol_chainsaw_ammo_count -> main
Refactor Item.ammoCount -> Item.clientAmmoCount
- was confusing as the code was setting the item's ammo count but also reading ammoCount from the entity when being networked to make it reliable
- this worked for client but caused the server's item ammoCount to not always be correct
- remove server assigning ammoCount to the item since it's redundant
- switch VendingMachine to look directly for HeldEntity instead of looking at item's ammo count
Fix chainsaws not showing their fuel count when inside a chest
Fix #SERVER compile error for attack helicopter `timeReloadHeldDown`
merge from qol_attack_heli_ammo_select -> main
Add ability to select either HV rockets or incendiary rockets when you are the pilot of an attack helicopter
- default to only using HV rockets
- hold 'R' to open radial menu to switch ammo (similar to guns)
- switching ammo doesn't trigger reload, it only chooses what rockets are prioritized
Press 'R' to trigger manual reload of attack helicopter rockets
- same as reload when you use full volley of rockets
- won't reload if you have 6/6 rockets available to shoot
Pass delta into LocalInput method so holding 'R' for 0.25s brings up radial menu
- at some point the method was changed from Update() to ClientTick() meaning it's called at 32hz instead of at client framerate
- clamp delta to 0.25s so it doesn't feed a huge delta value into ClientInput if the client doesn't send ticks for a larger interval
merge from main -> building_los_fix
merge from fix_outbreak_scientist_underground -> main
merge from main -> fix_outbreak_scientist_underground
Don't spawn outbreak scientists under ground (aka inside train tunnels)
merge from qol_explosive_protection_max -> main
Add `max_explosive_protection` convar to limit maximum amount of explosive protection a player can get
- default 75% protection
- only applies to real players, not NPCs
- show [MAX] 75% when at limit, similar to radiation
merge from outbreak_outfit -> jungle_update
NVG outfit stomped it's death icon again?
merge from outbreak_outfit -> jungle_update
Reimplement loadout stripbehavior with bools
- only clear wearables for NVG outfit
- only clear wearables for outbreak outfit (don't clear belt, only add item)
Reserialize loadouts with their new fields
Switch loadouts from an enum to control what contains are stripped to a separate bool per container
- allows to to control what items are replaced vs added additively
Add jungle loadout to SpawnHandler
- for jungle only for now because Unity doesn't want to serialize Dictionary<Biome,Loadout>
Give out jungle outfit to scientists that spawn in the jungle biome
- handle in base level SpawnGroup
- covers junkpiles and monuments, manually spawned scientists don't follow this
only overwrite death icon when a loadout has a death icon provided
Fix NVG loadout for military tunnel scientists having it's death icon stomped in CS
110444
Commit all reserialized prefabs from the manifest being generated (without loot tables!)
Cherrypick from CS
118901 (manifest don't generate loot tables)
merge from outbreak_scientist -> jungle_update
merge from fix_tree_tool_init -> main
Commented out [InitializeOnLoad] for TreeToolRenderer but it still shows in scene after restart, guess it's not needed?
merge from fix_manifest_generate_loot -> main