113,299 Commits over 3,959 Days - 1.19cph!
Fixed an issue where side inputs were not being reset when the main power was cut
Ensured is localised setup for shopkeepers
gibs model for wood barricade
Added fishing village, bandit town and outpost shopkeeper tokens
Attempt at fixing the vent shaft exploit in the oilrig
Fix NRE in Analytics.OnItemDespawn()
safezone recyclers yield 20% less resources than before and take 8 seconds per cycle
radtown recyclers yield 20% more resources than before and take 5 seconds per cycle
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Fix NRE in ServerListManager.EnqueuePings()
S2P - got all vending machines translations working apart from shopkeepers
sks updates - fixed ironsights clipping camera, anim events fix
Don't allow dead players to transfer servers
updated wooden barricade covers to be double size
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Fix modded tag on client not working with new compressed tags
Fixed problem that would corrupt database!
Tiger asset, textures and material setup
Added exhaustive check of database when asset child assets can't be determined by Unity
merge from qol_auth_friends_tc
Updated to scan for external moves and deletes
exported rough 3p blunderbuster anim set and setting up blunder buster in unity
scaled down heads a lot, started on some lighting presets
Added new overlay type and prefab for hood. Item.
merge from sks (Sar skin for nomad hazmat pack)
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merge from external_holdtobuild
merge from launch_site_puzzle_loot_fix
New branch, merging prisonerhood (3 years old) to main instead of updating a 3 year old branch.
Fixed crates spawning inside LS elite spawns on puzzle reset
merge from industrial_conveyor_quickmove
merge from cargo_double_dock
merge from mission_improvements_may_24
merge from material_reserialize_may_24
Improve ServerUse for weapons with >0 thickness. Previously a sphercast would find all hits along the bullet's travel, and then hit the first valid solid object. But imagine a theoretical bullet with e.g. 20m thickness, hitting the ground in the middle of a crowd of players. That bullet hits the ground first, so that's considered the canonical hit, and no players take damage at all.
In this updated version, we only exit once we've done damage to something that can actually take damage, otherwise we keep looking through all the hits. Since this means we might now find valid hits behind solid static objects, we now also check for visibility of the hit.
Minor edit, don't need a separate method here
Added a backup generic hit pos so the attack heli rockets crosshair doesn't ever have to reset confusingly to the center of the UI
Fix compile error from title being changed to titlePhrase
Added a slight level of movement forgiveness when placing external walls, placing should now be possible while perched on something (where for all intents and purposes you're standing still but you might be moving an imperceivable amount per frame)
Short Ice Wall now takes 3 seconds to place
Get rid of most of the unused commented code