13,592 Commits over 2,922 Days - 0.19cph!
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Set tugboat controls canvas sorting order to -1 to fix glass transparency issues
Increase the angular drag of the tugboat if the engine is off, leads to a more stable surface while idling
Increase the size and buoyancy of several of the buoyancy points on the tugboat
Fixed one buoyancy point being out of line with others, should hopefully lead to a firmer ride when going through waves
Fixed paddle world model collider not being on the root transform
Fixed DroppedItem throwing an exception when the collider isn't on the root
Fixed incorrect locations for server side fuel pod colliders on scrap transport helicopter, fixes erratic flying behaviour
Likely a merge issue
The tugboat can now be pushed if it is off, the player isn't standing on it and the player is authed to the boat
Regenerate gib shapes, will fix r/w error
Spraycan no longer loses condition when reskinning an entity
Remove giveDiverSuitWithItemId convar, wasn't meant to be included
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Added WearableNotify class for making changes to clothing based on player state
Currently supports WearableNotifyLifestate, allowing changes to player model based on lifestate (alive or dead)
Uses a similar event setup to EntityFlag toggles
Setup on diver suit to disable spinning tank wheels when player is killed
Fix rotation of parented entities when changing skin (fixes another tugboat door reskin issue)
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Fix missing material on tugboat gibs, required a duplicate material to be generated for wood panelling
WaterSystem server compile fix
Don't allow IO connections on entities that are in the hierarchy of a vehicle (still need a better way to isolate which entities can be placed on the tugboat, but this should stop any IO shenanigans if things slip through)
Bypass this check on the tanker car module as that's the only case we want to allow IO connections to entities parented to a vehicle
Fixed torch and rock selected skin not being applied on respawn if the selected skin is a redirect item unlocked as part of a bundle (note that this behaviour is exclusive to builds, the editor has a different process for assigning starting items)
Fixed spraycan redirect reskins not properly restoring local position on parented entities (fixes disappearing door when switching to/from industrial door skin)
Don't parent gibs to vehicles, fixes slow motion movement of gibs when a deployable on the tugboat is destroyed
Fixed tugboat gibs floating in slow motion (see new UsePerGibWaterCheck option on Gibbable component)
Shrink colliders to fit on tugboat gibs, still has some erratic behaviour but is a bit less extreme
Use an index based lookup for preloaded cassette audio instead of using StringPool, simpler and solves StringPool warnings when calling an answering machine
Vending machines on a tugboat will send a positional update via their map marker roughly every 30s
Fixed dismounting a mountable deployed on a tugboat moving the player into the drivers cabin
Solution: only let the parent vehicle override the dismount position if the player is dismounting from an actual declared mount point
Protobuf generation, fixes
Merge from tugboat/respawn (fixes sleeping bags on map not moving with boat when placed on a tugboat)
Merge from save239/voicemail
Fixed RPC argument not using EntityId when telling the client to play an answering message, preventing the dialling player from leaving a message
Moved voicemail audio system over to the IServerFileReceiver interface, regular cassette playback via recorder/boombox is unchanged
Fixed some errors when attempting to use an IO tool (wire.hose/pipe) on the tugboat
Don't allow storage adaptors to be placed on containers parented to another entity (prevents tugboat placement)
Reapply missing animator changes for torch extinguish/ignite animations
Fix helmet fix applied in
83901 not working on second helmet variant
Merge from media_projects/2023_06
Added global.overrideOceanEnvironmentLerp admin command to allow finer control over ocean depth environment effects (light dimming, fog, etc)
-1 = Normal gameplay
0 = Bottom of the ocean
1 = Surface conditions
Exposed a new set of cinematic underwater parameters, underwater effects will use the params when underwater_cinematic is set to 1 (setup is almost identical to the admin mode but with the water line rendering properly)
Fixed conveyor screen not showing item transfers if the item is being stacked in the output container
Don't show diving suit helmet mesh when in first person with arms mode, fixes helmet mesh appearing when driving vehicles
Had to just disable the head mesh due to skinning differences compared to the original hazmat
Fixed NVG goggle visible aperture scaling with UI scale
Merge from ferry_terminal
Implemented rope climb animation
Enabled on all rope climb prefabs
Merge from ferry_terminal
Fixed misassigned bones on new viewmodels