116,408 Commits over 3,987 Days - 1.22cph!
Enabled read/write no Clantable_COL
Brought Attack Helicopter LOD levels forward a bit
Fix brick skin having colored tints like container skin
fixed looping issues on W + A/D player parachuting anims
Added LODs to the microwave model
NRE fix for mounted input running on non-players
edited 3p hml anims, changed idle pose, edited reload and added breathing idle
MOVED MISSILE WAY UNDER THE GROUND AND SCALED TO 0.1 ON HOMING MISSILE LAUNCHER VIEW MODEL ANIMS
parachute protection tweaks
allow HAB door to be repaired
Adjust hand IK positions on first person parachute
merge from global_networked_bases
merge from HomingMissileLauncher
Fixed parachutes incorrectly awarding the sunglasses at night voice props dlc achievement
exported view model homing missile anims again so the upper left arm does not show when clothing is equipped and admire animation is played
Merge Main -> Experimental
Refactored my InSafeZone method so that it can work with neither CLIENT nor SERVER defined
Updated textures for the microwave model
edited ads idle so it doesnt glitch and admire anim so the left arm mesh doesnt come into view on homing missile launcher anims
Parachute/ParachuteBag cinematic textures
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merge from HomingMissileLauncher
Recache viewmodel renderers for all homing missile launcher renderers, seems to fix the distorted missile issue in editor
Added a homing missile world model (used a box collider due to lack of collision mesh)
Added a gametip to the heli gunner UI to explain the controls (the distortion makes it a little hard to read, but better than nothing)
Show an icon on the crosshair while a homing missile is active
Increase reload time
Don't allow reloading while the launcher is Busy - the launcher is considered busy if it has a rocket in mid-air
Fixed some compile issues. WIP on not allowing reloading launcher if there is a missile already in the air
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Apply the parachute collider animations to the server side colliders
If a player dismounts from a vehicle while holding Jump, that key has to be released before they can deploy the parachute, fixes parachute deploying immediately after dismounting any flying vehicle
Cherrypick
87094 (createprefab debug revert)
Undo "CreatePrefab" debug changes accidently commited
Update global_networked_bases/2021
merge from main -> global_networked_bases
Can no longer lock on to targets if target isn't visible
Cherrypick
87085 &
87088 (preprocess ignore monuments & tugboat door placeholder)
Added a comment to BaseEntity.RPC explaining the unusual line-of-sight check
Fixed door placeholder being shown when leaving network range of door attached to tugboat / parented entity