13,592 Commits over 2,922 Days - 0.19cph!
Add spoiling to pumpkin and corn
Dropped spoil time on all new items to 48 real time hours
Added a very WIP icon and world model
Fixed item info panel not being big enough to fit all 9 (!) rows of info when inspecting an apple
Added food spoiling to mushrooms, apples, cactus flesh, eggs, all berries
They all last 4 real time days, significantly longer than meat
Spoils into a new generic Spoiled Produce item
Fixed incorrect mesh showing on auto turrets (flag conflict with DemolishFlag)
Merge from iofeedback_fixes
Fixed tesla coil pfx starting on
Merge from water_vehicles_cam_roll
Added client.allowCameraTiltOnDpv
Defaults to true (current behaviour), if false will stop the camera tilting side to side while using the DPV, should be easier to stomach
Exposed in accessibility menu
Removed camera roll entirely on the boogie board and inner tube
Fixed player body jittering out of sync with the camera movement when on an inner tube
Merge from iofeedback_fixes
Fixed IO heater spawning with emission enabled
Fixed RF broadcaster green light on permanently
Merge from missionpoint_reapply
Add a gizmo to MissionPoint components that draws the toolbox model for easier placement
Reapplied new mission points to gas station and supermarket
Fixed trees being able to respawn if a player was standing on the stump
Merge from industrial_perf_improvements
Revert successCount change to original behaviour
Added scene handles for editing pickup volume bounds
Adjusted pickup volumes to better fit the shelves
Finished pickup volume code implementation
Added volumes to half height bamboo shelf, bamboo wall shelf, regular shelves
Enabled pickup on all of the above
WIP new PickupVolume system
Works like a DeployVolume but denotes a space that must be clear of other deployables before an item can be picked up
Setup on bamboo shelves for testing
Merge from targeting_attachment
Add a temporary icon, crafting costs
Improved responsiveness of deleting pings, no longer wait for the double tap duration if hovering over an existing ping
New Targeting Attachment weapon mod, allows the player to use pings while the weapon with this attachment is equipped
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Adjusted new silencer position on custom smg, spas12 and pump shotgun
Added spawn.loot_population_test, if set the spawn system will use that value as the current number of players on a server. Useful for testing loot drops in different conditions
Also cap the PlayerExcess method with population_cap_rate, which uses the Spawn.player_base convar to determine loot frequency
Only apply population_cap_rate if it is higher than the actual population cap, will prevent servers with small caps getting their loot sped up inadvertently
Added spawn.population_cap_rate, when set acts as a cap on how fast loot can spawn when being scaled by player count
Defaults to 300, so loot will spawn on servers with a higher population as if it is on a 300 pop server
Can be set to 0 to revert to the old behaviour
Merge from apple_improvements
Now need 1 apple to cook an apple pie (was 2)
Added apples to the possible sale options at water well vendors
Increased chance of finding apples at water well food caches
Fixed an NRE on the t1 smg
Added new positions for bulky silencers on bolty, semi auto rifle, thompson, l96, m39, t1 smg, sks and m4
Added ability for ViewmodelAttachmentOverride component to override based on specific prefabs, not just attachment type
Added barrel_bulky roots for most pistols that will be used by new silencers, adjusted scale of silencers to try and keep ironsights clear
Merge from lr_deploy_speedup
Fixed CurveStateSpeed component not resetting animator speed to 1 when the state ends
Fixed missing initial 50% roll when calculating armor slots leading to all armour pieces having a slot even if no tea was consumed