12,846 Commits over 2,192 Days - 0.24cph!
Merge from campfire_purifier_freshwater_fix
Fixed campfire water purifier no longer accepting fresh water in the propane tank section (unintended regression)
Fixed weapons clipping into shield when shield is held up
Can now use hammer and tool gun with shield (can only repair)
Merge from launcher reload bug
Merge from launcher reload bug
Fixed double reload still possible on flamethrower
Merge from scrap_exchange_dynamic_pricing
Merge from launcher reload bug
Fixed fractional reloading not working
Fixed vending machines not properly applying scrap received multiplier
Merge from hackweek_car_radio
Merge from itemstoretesting
Merge from itemstoretesting
Adjusted size of both wooden shield colliders
Fixed shields not rendering their shadows when in first person
Fixed being able to sprint while blocking with a shield
Merge from hackweek_car_radio
Manually add Socket_base tag to modular car cockpits so StringPool generation picks up the sockets on it
Merge from launcher reload bug
Fixed slack, colour, line anchors not carrying over
Fixed skin switching to vanilla skin when switching from one redirect to another
Much more robust IO slot copying method (and logic is entirely contained in IOSlot)
Moved reload timing handling into unscaled time, fixes reloads being rejected by the server when a client is running at extremely low frame rate (< 15fps)
Bring red+green industrial lights into 10k id range
Added support for IO entities to retain their connections when being reskinned with the spray can
Merge from scrap_exchange_dynamic_pricing
Merge from hackweek_car_radio
Art setup, icon
Move category to fun
Slight adjustmesnt of car radio in some cockpits so it doesn't clip through the windshield
Fix two cockpits still having the radio socket in the shared hierarchy, possibly causing socket name pooling issues
Merge from launcher reload bug
Apply the same fix when going from loaded-> unloaded (should never really happen in reality, but there's no reason for it to take 0.25s)
Adjusted duration between unloaded <-> loaded in crossbow viewmodel to possibly fix the 0.25s delay before firing when a reload on the server takes longer than the client
Affects crossbow and speargun vms
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)