33,109 Commits over 4,109 Days - 0.34cph!
Added poolable component to scarecrow outfit, wearable barrel and dragon mask
Added poolable component to burlap gloves, roadsign gloves and tactical gloves
Cherrypick from
33008 (Updated scientist art)
Player server fall uses MovePosition instead of setting transform.position and calling a network update directly
Player client cycle runs every frame for sleepers that are falling (smooth player model position update)
can no longer use weapons when tangled in deflated hot air balloon canvas
can no longer see through hot air balloon canvas when inside
players now fall when sleeping on a building block which is then destroyed
Added debris to all wall frame inserts to block placement of new wall frame inserts for 30 seconds after they have been destroyed
fall damage fixes
server.playerserverfall convar (default true)
server falling deals appropriate fall damage
players do not fall through water
wounded players also now fall instead of hovering
disconnected/sleeping players now fall to ground
Toggle LightEx along with light lodding/culling
fixed muzzle brake not properly applying recoil reduction
muzzle brake reduces damage by 15%
skin approval
compound bow behaves exactly like hunting bow when not charged (same rof/damage etc, was 80%)
compound bow costs 25 metal frags instead of 75
tracers visible from long distance
Code locks stackable in players inventory
Shelves can no longer be placed on top of each other
Barricades now stack (10)
dropbox can now be repaired
Vending machine can no longer be placed through world layer
Shader stripping lightmap and built-in fog permutations (not needed for now)
Fixed volumetricLightBeam-related errors when leaving craggy landing test scene
Unregister entity from entity registry as the last thing in DoEntityDestroy (otherwise GameObjectEx.ToBaseEntity can yield incorrect results on parented entities when destroying)
fixed missing first person projectile visibility 'spheres' (easier to see where you're shooting) on most projectiles
tracers are now 1/4 length
explosive ammo can be heard much farther away (quieter distance sound)
explosive ammo causes weapons and silencers to lose condition faster
small gc reduction from checking for silenced weapons
minicopters now decay when indoors at half the outside rate (instead of lasting forever)
Unload certain large static prefabs after loading the map
Super potato quality setting (test)
improved flashlight effect wall clipping
improved laser effects
thompson can now take flashlight and lasersights
protocol++
underwater crates untie in half the time
can only access minicopter fuel if pilot or engine off
can recycle empty cans
water jug can go into fridges
salvaged axe harvests more animal flesh
tightened up minicopter collision shape
Added forceposition convar (toggle player snapback when position is rejected by AH, only recommended for testing)
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Added debris to walls and doors to block placement of new walls and doors for 30 seconds after they have been destroyed
Added debris entity system to block placement of new entities after an entity has been destroyed (debrisdespawn convar, default=30s)
Added TerrainDistanceMap to CraggyIsland as a test
Added EncodeVector2i / DecodeVector2i to BitUtility
Moved Vector2i, Vector2b, Vector3i, Vector3b to Facepunch.System
Optimized buoyancy cpu path; now 35% faster
Protocol++
Fixed ores spawning inside hilltop rocks to finally shut up holmzy