10,973 Commits over 1,950 Days - 0.23cph!
Code review changes: remove chair mesh from parachute seat, ensure held items is enabled again after dismounting and ensure parachute item exists on the server when deploying
Add an extra slot to the clothing section of player corpse to account for backpacks
Fixed loadouts window not properly assigning loadouts when using the filter
Fixed not being able to equip parachute with surgeon scrubs, egg suit and ninja suit
Added an information panel to the inventory that displays whether a blueprint is already unlocked, can be unlocked or cannot be unlocked
Fixed parachute camera motion not getting applied to first person spectating
More closely snap the camera to the accurate perspective when spectating a mounted player
Fixed first person spectating not properly hiding the head section of the player model when mounted to a mountable set to First Person with Arms
Parachute seat no longer pauses mounted animation
Update backpack slot icon in inventory and locker panels
Use Distance2d, it's cheaper
Increase patrol helicopter push back force when flying over water, should prevent it getting too close to water
Fixed patrol helicopter getting in a stuck AI state when targeting a player that is on the surface of deep ocean (the helicopter still disengages if its target is too deep underwater, but it will continue patrolling and looking for targets)
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)
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