13,597 Commits over 2,710 Days - 0.21cph!
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)
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