13,656 Commits over 2,741 Days - 0.21cph!
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)
Fixed broken rowboat upgrade
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
Add some temporary LODs to the parachute so it renders from a distance
Increase hits required to take down a parachute - now around 15 rifle shots
Increase size of parachute hitbox and fixed some misaligned boxes
Fixed debug.spawnparachutetester not working after slot change
Mearge from parachute/wear_slot
Added a convar to disable the landing animations
Added position support for the animated screen shake
Update first person landing animation to match third person anim
Fixed hands staying visible after landing
Snappier landing animation when landing the parachute