userJake_Richcancel

5,821 Commits over 1,584 Days - 0.15cph!

55 Days Ago
merge from turret_hqm_increase -> main
55 Days Ago
Increase turret crafting cost from 10 HQM -> 25 HQM
55 Days Ago
merge from fix_boat_vendor_heli -> main
55 Days Ago
Add tests to confirm boat spawners don't destroy helicopters & boat spawners still destroy boats
55 Days Ago
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
56 Days Ago
56 Days Ago
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56 Days Ago
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56 Days Ago
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56 Days Ago
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56 Days Ago
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56 Days Ago
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56 Days Ago
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56 Days Ago
merge from fix_alt_loot_clothing -> main
56 Days Ago
Remove unused field + comments
56 Days Ago
Update test list
56 Days Ago
merge from main -> fix_alt_loot_clothing
56 Days Ago
Fix compile error + rename field
56 Days Ago
Added another test to make sure that when alt looting with a full inventory, the extra clothing will go into the body bag
56 Days Ago
Update testlist
56 Days Ago
Update test list
56 Days Ago
Add new tests to TestItems for alt looting behavior I fixed & ensuring corpses still block input correctly
56 Days Ago
Add ability for RPCFactory.MoveItem() to supply ItemMoveModifier parameters
56 Days Ago
Fix NRE from ConstructionError.Log() for players without connections (for tests)
56 Days Ago
Create method for PlayerOpenLoot() inside DroppedItemContainer outside of the looting RPC (same idea as what StorageContainer has)
56 Days Ago
Add more items to ItemManager.Items to make tests easier
56 Days Ago
Add convar for "bypassiteminputrestriction" to allow the server to be put in a mode where you can move items into input blocked containers
57 Days Ago
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)
57 Days Ago
merge from fix_baseentity_query_nre -> main
57 Days Ago
Extra hardening to fix exception inside DoServerDestroy() by checking if children are null before calling child.OnParentRemoved()
57 Days Ago
Extra hardening by checking if entity is null inside SocketMod_PlantCheck too
57 Days Ago
Don't just skip over entities that are destroyed in BaseEntity.Query, make sure they are removed in the narrow phase
57 Days Ago
merge from main -> fix_baseentity_query_nre
57 Days Ago
merge from fix_breakin_sound_loop -> main
57 Days Ago
Fix the master key unlock not set to loop
57 Days Ago
Everyone loves commiting RidableHorse.prefab with new fields (at least it's not reserializing comments anymore)
57 Days Ago
merge from fix_deep_sea_ladder -> main
57 Days Ago
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
57 Days Ago
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57 Days Ago
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57 Days Ago
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57 Days Ago
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57 Days Ago
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57 Days Ago
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57 Days Ago
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60 Days Ago
merge from fix_apartment_hostile_warning_flicker -> main
60 Days Ago
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