11,603 Commits over 2,042 Days - 0.24cph!
Fixed the double reload bug for all weapons in BaseProjectile
Store a new reload cooldown that is 50% longer than the normal cooldown, cancel it when the client receives the reload (the local ammo changes)
Only need to store this new cooldown in case we don't receive a response from the server because the reload was rejected, in that case the regular reload functionality will start working after a few seconds
Don't show on default 5.56
Prototyping a way to show which ammo type is equipped on the itme icon, only hooked up on the assault rifle for now
Merge from oxygen_qol_tweaks
Fixed ItemModGiveOxygen working as an unintentional singleton and returning incorrect values to the oxygen time remaining vital if multiple dive tanks are in the players inventory
Fixed some rounding issues when using dive tanks after the last commit
Increase depth required to start losing oxygen to 1 (fully submerged)
Changed the Oxygen display on the vitals bar to a round instead of a floor, this should be more accurate (and now shows that you have 4s when entering the water instead of 3s)
Merge from launcher reload bug
Print reload time option now recommends a reload time based on a 0.34ms buffer
Updated both rocket launchers again
Merge from hackweek_car_radio
Rename the radio socket gameobject names to lower case to possibly fix pooling mismatch
Merge from io_infinite_power
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 hackweek_car_radio
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
Protobuf, codegen, manifest
Merge from ice_sculptures
Merge from scrap_exchange_dynamic_pricing
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