5,821 Commits over 1,584 Days - 0.15cph!
merge from turret_hqm_increase -> main
Increase turret crafting cost from 10 HQM -> 25 HQM
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merge from fix_boat_vendor_heli -> main
Add tests to confirm boat spawners don't destroy helicopters & boat spawners still destroy boats
Add support for vehicle spawners to label what kind of vehicles they spawn (boat, horse, heli)
- prevent boat spawners from deleting helicopters when spawning boats since they can't get in the way
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merge from fix_alt_loot_clothing -> main
Remove unused field + comments
merge from main -> fix_alt_loot_clothing
Fix compile error + rename field
Added another test to make sure that when alt looting with a full inventory, the extra clothing will go into the body bag
Add new tests to TestItems for alt looting behavior I fixed & ensuring corpses still block input correctly
Add ability for RPCFactory.MoveItem() to supply ItemMoveModifier parameters
Fix NRE from ConstructionError.Log() for players without connections (for tests)
Create method for PlayerOpenLoot() inside DroppedItemContainer outside of the looting RPC (same idea as what StorageContainer has)
Add more items to ItemManager.Items to make tests easier
Add convar for "bypassiteminputrestriction" to allow the server to be put in a mode where you can move items into input blocked containers
Fix alt looting from player corpse bags -> player inventory
- fixes clothing alt looted from dropped item containers not being worn if you are already wearing clothing
- fixes clothing that would be dropped if you have a full inventory by trying to force move the items into the corpse bag first (bypassing the "no item input" manually)
merge from fix_baseentity_query_nre -> main
Extra hardening to fix exception inside DoServerDestroy() by checking if children are null before calling child.OnParentRemoved()
Extra hardening by checking if entity is null inside SocketMod_PlantCheck too
Don't just skip over entities that are destroyed in BaseEntity.Query, make sure they are removed in the narrow phase
merge from main -> fix_baseentity_query_nre
merge from fix_breakin_sound_loop -> main
Fix the master key unlock not set to loop
Everyone loves commiting RidableHorse.prefab with new fields (at least it's not reserializing comments anymore)
merge from fix_deep_sea_ladder -> main
Add `printboatteleports` command to print what players will be teleported to the deep sea
- allows us to see if ladders in standalone builds behave differently than ladders in the editor
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merge from fix_apartment_hostile_warning_flicker -> main
More fixes for the hostile warning
- don't count up weapon draw duration while they have the CombatZone flag (as the client won't know to holster their weapon until metabolism clears the flag)
- fix MarkWeaponDrawDuration() rounding down the newDuration but not oldDuration when checking if it needs to send an update