12,632 Commits over 2,315 Days - 0.23cph!
    
    
    
        
        
            
            
            
                
                Added an information panel to the inventory that displays whether a blueprint is already unlocked, can be unlocked or cannot be unlocked
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Fixed parachute camera motion not getting applied to first person spectating
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                More closely snap the camera to the accurate perspective when spectating a mounted player
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed first person spectating not properly hiding the head section of the player model when mounted to a mountable set to First Person with Arms
 
                
                
                
                
                
             
         
        
            
            
            
                
                Parachute seat no longer pauses mounted animation
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update backpack slot icon in inventory and locker panels
 
                
                
                
                
                
             
         
        
            
            
            
                
                Use Distance2d, it's cheaper
 
                
                
                
                
                
             
         
        
            
            
            
                
                Increase patrol helicopter push back force when flying over water, should prevent it getting too close to water
Fixed patrol helicopter getting in a stuck AI state when targeting a player that is on the surface of deep ocean (the helicopter still disengages if its target is too deep underwater, but it will continue patrolling and looking for targets)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Increase size of parachute renderer bounds
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed the parachute not appearing properly in demos after scrubbing
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add debug.deleteEntitiesByShortname, eg. "debug.deleteEntitiesByShortname parachuteunpacked"
Deletes all entities with a matching shortname/prefab name
More performant than the "del" command
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed chinook ground fx always playing and improperly positioned
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Supply drops now disengage their parachute if they hit a tugboat (no changed behaviour for other vehicles like helicopters)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed broken parsing of player names on in-game twitch rivals trophy UI
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added a text filter to the loadout tab of the rust editor window
WIll always show the currently selected loadout regardless of filter
 
                
                
                
                
                
             
         
        
            
            
            
                
                A player now has to be on a solid surface to equip something in the backpack slot
Includes a translated toast if the player attempts this to explain the restriction
Being seated in a vehicle or standing in the back of a scrap transport helicopter counts as a solid surface
 
                
                
                
                
                
             
         
        
            
            
            
                
                Parachutes will no longer treat a collision with an explosive as a crash, grenades bounce off and satchels stick
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                parachute.bypassrepack now forces the parachute back into the parachute slot
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix parachute not playing animations for non-local players (including all players in demos)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated locker to 42 slots to fit new parachute slot
Updated locker behaviour to only allow backpacks in the new slot
Updated both deployable and camper versions
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed TimedExplosive throwing a server error if it's missing an explosion effect (occurred when a flare times out)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from parachute (fixes, sam site targeting)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed supply drops missing their parachute prefab, as that prefab is now the player parachute
Added the old parachute prefab back in, it's no longer an entity (see parachute_supplydrop.prefab)
Supply drops now just turn their parchute on and off with a flag
 
                
                
                
                
                
             
         
        
            
            
            
                
                SAM sites can now target parachutes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Unpacked parachute no longer collides with vehicles (same layer/rules as dropped items)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Getting hit with grande launches no longer flings parachute up in the air
Parachutes will no longer respond to explosion forces
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed locker nre when swapping with a parachute equipped (lockers now ignore the parachute slot entirely, we'll probably change this behaviour in the future)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed parachute not being able to be worn with a regular hazmat
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                More entering network range checks
 
                
                
                
                
                
             
         
        
            
            
            
                
                Potential ClientOnPlayerMounted NRE fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Potential tool cupboard UI relayout, remove need to switch to tool category, add extra slot, allow spray can in tools
 
                
                
                
                
                
             
         
        
            
            
            
                
                Made some very temp placeholder changes to the unpacked parachute model
 
                
                
                
                
                
             
         
        
            
            
            
                
                Reparent the parachute animator to spine2 while the player has a weapon equipped and is in the parachute, prevents the parachute canopy moving as the player aims
 
                
                
                
                
                
             
         
        
            
            
            
                
                Apply damage to the player when the parachute is destroyed due to a collision based on the collision force 
Regular landings with a full health parachute incur no damage, falling at maximum possible speed on a parachute with 1 health will incur 50 damage
 
                
                
                
                
                
             
         
        
            
            
            
                
                First pass on parachute falling faster and becoming harder to control as it takes damage
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update the players wear container capacity if loading a save from an earlier version