13,105 Commits over 2,831 Days - 0.19cph!
Added another inside socket check to the modular car lift to reduce overhang
Added a vehicle push volume to high external gates (stone and wood) to try and push cars out of the way as they close
Strip the push volume on client
Fixed fluid switch playing sfx when switch was on but not powered
Hopefully fix FindGravitySource EntityRef lookup on clients
Fixed a case where powered water purifier wouldn't purify water when powered after toggling power on/off
Upped powered water purifier output storage to 5000ml (same as input storage)
Resize input water collider on powered water purifier
Removed duplicated client-side mesh collider that wasn't needed
Modified TriggerVehiclePush to work better with modular vehicles (using the vehicle centre rather than module centre, push cars in an axis direction rather than just away)
Added TriggerVehiclePush volume to the garage door that gets activated while the door is closing, to hopefully push cars away from getting crushed/stuck in the door
Use LightsAreOn accessor instead of checking flag directly
Switch headlights/brakelights logic to a mask instead of a bool to reduce extra iterations
Added a version of ForceModelSeed that doesn't require an overload
Fixed water pump also incorrectly switching to on when water is inserted even if no power is connected
Fixed powered water purifier sometimes turning on when receiving water even if it wasn't powered
Merge from cinematic_tools
Saved camera debug positions are now in the /camsaves directory rather than the root of the project/build
Fixed water purifiers not correctly clamping the input amount
Fixes incorrect conversion values when feeding in water to a purifier
Rear lights now light up while braking even if headlights aren't on (are on all the time while headlights are on)
Add player.gotosleep command for testing
Add support for TriggerHurtNotChild volumes on cars to damage AI
Added an AI damage multiplier to adjust the damage specifically for AI collisions
Strip client root on water purifier
Add prevent building volume, not in water and angle sockets to powered water purifier
Hooked up powered material for powered water purifier
Read/Write campfire purifier gibs
Revert campfire water purifier to old model/material for skins compatibility
Fixed sprinkler applying wetness to players above it when placed on a ceiling
More save/load/demo fixes
Fixed some issues when loading demos
Code review: Move currentPlayer to a shared entity ref that is saved and loaded to better support going in and out of network range
Fixed busy flag being set to false incorrectly
Code review: Use GetConnectionsWithin instead of subscribers to reduce potential traffic
Fixed custom skins not applying to new water purifier (not ready for merge though, will need an art update)
R/W purifier gibs
Update purifier IO socket locations
Update purifier icon
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Code review: check calling player in RPC's and use Busy flag
Don't show third person handset while in first person now that we have a viewmodel
Adjust wire position when using player is in first person
Fixed error when placing fluid switch (was just a missing sfx so it was harmless)
Code review changes:
Converted various on/playing bools to a flag to fix issues when going in/out of range
Fixed voice range replicated var not marked as static (woops)
Cassette max storage amount is now stored in megabytes, not bytes
Separate waterlevel and environmentwetness in PlayerMetaboilism, instead treat sprinklers as just another source of wetness like rain or snow