12,382 Commits over 2,101 Days - 0.25cph!
Various Patrol helicopter water fixes:
-will no longer dive underwater
-will no longer target players that are more than 3m underwater in the ocean (see oceanDepthTargetCutoff on PatrolHelicopterAI)
-rotor wash particles will now appear at ocean level when flying over water rather than on the seabed
Community OverlayNonScaled and UnderNonScaled roots will now scale with resolution, but not client UI scale setting
This means it should be consistently sized across resolutions and displays regardless of UI scale setting
Test setup on shotgun ammo
Fixed cinematic_list convar not working (missing PlayerModelCinematicList component)
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Reduce chance of player getting killed on inner tube when colliding with a tugboat
Ping sfx now fall under the game sounds audio slider
Remove old, very out of date and no longer used list of radio stations in StreamingAssets
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Add global.showemojierrors for debugging
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Added useCollisionPositionInsteadOfTransform and minimumRigidbodyImpactWeight fields to PhysicsEffects component to better handle effect sfx on large entities like the tugboat
useCollisionPositionInsteadOfTransform should be enabled on large objects that could get hit from multiple angles while stationary (enabled on tugboat)
minimumRigidbodyImpactWeight allows us to prevent rigidbodies below a certain weight from triggering impact sfx, set to 5.5 on the tugboat to prevent dropped items from playing the boat impact sfx
Unsaved change from
84454
Fixed a TugboatSounds NaN issue when scrubbing demos
Fixed projectiles getting stuck in endless loops when pausing and scrubbing demos
Fixed a PositionLerp NRe when scrubbing demos
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Rename "rock" emoji to "heartrock" so it doesn't clash with the rock item
Added a new ObbComponent, adds an easy way to expose a local space OBB with gizmos for setup
Added an AlternativePipeBounds OBBComponent field on BuildingBlock, allows us the option to define a different set of bounds to use for the pipe intersection test so we don't have to modify building block bounds
Added alternative bounds to both roof pieces, fixes pipes placed under roofs getting incorrectly deleted due to the large bounds on roof blocks
Fixed water pumps not deploying in rivers
Speculative NRE fix for NVG camera issue, wasn't able to reproduce in the editor for a proper stack trace
Several changes to try and reduce the likelihood of industrial pipes getting deleted when upgrading grades:
-Change the prevent building volume that is spawned along pipes to a capsule collider to better match the pipe shape (was a box)
-Increase the offset from walls that pipes are placed at (0.03->0.04)
-Decrease the prevent building volume size on pipes (was a 0.05 box, now a 0.035 capsule)
-Reduce the size of the building block bounds check when checking for offending pipes by 3%
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Slight tweak to the change in
84337 to ensure containers can be in the output/input list twice
Improved caching of industrial connections in some problematic configurations
Added flatWaterLerp variable to buoyancy, allows a buoyant object to control how much it's influenced by the waves/ocean system vs treating the ocean as a flat plane
Set the tugboat to 0.2 (0 = flat ocean, 1 = full waves) for better stability in deep water
Fixed setting env.oceanlevel convar causing NRE's on client
Fixed wooden signs attached to the tugboat incorrectly modifying the texture on all signs on the boat
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Set tugboat controls canvas sorting order to -1 to fix glass transparency issues
Increase the angular drag of the tugboat if the engine is off, leads to a more stable surface while idling
Increase the size and buoyancy of several of the buoyancy points on the tugboat
Fixed one buoyancy point being out of line with others, should hopefully lead to a firmer ride when going through waves
Fixed paddle world model collider not being on the root transform
Fixed DroppedItem throwing an exception when the collider isn't on the root
Fixed incorrect locations for server side fuel pod colliders on scrap transport helicopter, fixes erratic flying behaviour
Likely a merge issue
The tugboat can now be pushed if it is off, the player isn't standing on it and the player is authed to the boat
Regenerate gib shapes, will fix r/w error
Spraycan no longer loses condition when reskinning an entity
Remove giveDiverSuitWithItemId convar, wasn't meant to be included
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Added WearableNotify class for making changes to clothing based on player state
Currently supports WearableNotifyLifestate, allowing changes to player model based on lifestate (alive or dead)
Uses a similar event setup to EntityFlag toggles
Setup on diver suit to disable spinning tank wheels when player is killed
Fix rotation of parented entities when changing skin (fixes another tugboat door reskin issue)
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Fix missing material on tugboat gibs, required a duplicate material to be generated for wood panelling