12,632 Commits over 2,315 Days - 0.23cph!
    
    
    
        
            
            
            
                
                ioentity.infinitepower is now replicated
Added a warning to the IO entity info panel when looking at an IO entity if infinite power is enabled
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from io_infinite_power
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added IOEntity.infinitepower
Powers all player placed electrical IO entities on a server when enabled without needing power sources
Likely has some per entity edge cases, already fixes electric furnaces
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from launcher reload bug
 
                
                
                
                
                
             
         
        
            
            
            
                
                Applied fixed timing to dragon rocket launcher
 
                
                
                
                
                
             
         
        
            
            
            
                
                Adjusted rocket launcher reload time to 5.8s, was 6s
This isn't an actual buff as you cannot reload faster than the animation, the animation was 5.8s so there was a 0.2s window where you could trigger a reload again while the reload was still taking place on the server
This resulted in the reload finishing and the ammunition on the client getting refreshed, but at that point the player was stuck in another 5.8s animation before they could fire again
Added a right click context option (Print Reload time) to BaseProjectile that looks at the viewmodel animator and calculates how long the reload anim is (taking into account speed modifiers which were being used in this case)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from shred_helicopters (also includes the changed ignore.conf file that seems to keep changing)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Manually kill any players in the walkable area of the scrap transport helicopter when they are fed into the shredder
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed scrap transport giving metal frags instead of scrap when shredded
 
                
                
                
                
                
             
         
        
            
            
            
                
                Car shredder now shows proper icon and localized name on death screen
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from hab_hominglauncher
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added server.homingMissileTargetsHab convar (defaults to off)
Homing launcher can target HABs as long as that convar is active and the HAB is fully inflated
 
                
                
                
                
                
             
         
        
        
        
        
        
            
            
            
                
                Merge from shred_helicopters
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed tread animator changes affecting bradley
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed magnet crane modifying the on disk materials when moving, resulting in changed tread materials when checking in
Minor performance improvements in how we update the tread material, fixed visual tread speed being double calculated resulting in material animating twice as fast
 
                
                
                
                
                
             
         
        
            
            
            
                
                Can now pick up minicopter, scrap transport helicopter and attack helicopter with the magnet crane in junkyard as long as they are turned off
These helicopters can be fed into the shredder for scrap, scrap is multiplied by the current health of the helicopter (eg. 50% hp = half the scrap listed below)
Attack Helicopter - 500 scrap
Scrap Transport helicopter = 300 scrap
Minicopter - 200 scrap
 
                
                
                
                
                
             
         
        
            
            
            
                
                BaseSculpture protobuf id 186 > 182
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Codegen, protobufs, manifest
Fix compile issue on Mailbox, allowedItems is now defined in StorageContainer
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Adjust siege weapon protobuf ids to remove conflicts with other branches
Catapult 180 > 183
SiegeTower 181 > 184
Ballista 182 > 185
BallistaGun 183 > 186
BatteringRam 184 > 187
 
                
                
                
                
                
             
         
        
            
            
            
                
                When tracking scrap being purchased with items, track how many items are sold rather than the scrap (inverse of normal behaviour)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Reduced temp radio size to 0.05m to prevent overlapping interaction with central locking system
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Include System reference, fixes compile error
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Revert all cockpit prefabs to their version from main
Reapply socket change
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added NotifyLOD to car radio so it turns off based on distance
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed incorrect audio mixer group on sound source
Fixed missing static sound player
Rotate temp art
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from discofloor_rotation
 
                
                
                
                
                
             
         
        
            
            
            
                
                Both DIsco floor variants can now be rotated while still being snapped to a neighbouring tile
Uses a new applyPostRotationSnapping option on the attraction socket mod
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed noclipping breaking held entities entirely
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed exception when moving the current held entity item to another hotbar slot while it was equipped with a shield
 
                
                
                
                
                
             
         
        
            
            
            
                
                Safer TrainCar OnChildAdded behaviour
Manifest
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from oxygen_qol_tweaks
 
                
                
                
                
                
             
         
        
            
            
            
                
                Increased the depth required to be considered underwater for oxygen tracking purposes by 10% (85->95)
This should mean oxygen will start getting consumed slightly later when submerging and should also help situations where oxygen is still depleting in turbulent conditions and part of the players view is above the water
Added debug.waterFactorPrintout that pritns out the current depth level into chat for QA purposes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix exception from foliage tutorial change when entering play mode in the editor
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from ore_resource_optimisations
 
                
                
                
                
                
             
         
        
            
            
            
                
                Convert all remaining nodes and the wood pile resource to the new PrefabAttribute workflow
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed outlines on wooden shield and reinforced wooden shield world models
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed another case where spamming equip/unequip on a shield would throw an NRE
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed blocking flag staying on if the players shield is holstered or destroyed while blocking, was preventing input on subsequent held entities