110,898 Commits over 3,897 Days - 1.19cph!
Added an alternative dryfire rate so that the dryfire animation can be played faster than the fire rate on slow firing weapons
Set to 0.2 on the revolver
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initial pass on burstcloth setup for VM not using VM renderer
Implement tile art, each layer has a different color
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More work on a built-in copy pasting tool:
You can now set two positions to select entities, forming a boundary for precise selection
Added a basic set of commands running on your current selection like save, cut, kill, print, cancel
(very wip)
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removed camera offset in viewmodel anims, enabled viewmodel renderer
merge from wortld_update_2/dpv_fixes
Convert all the awning assets used in outpost to MeshLOD (was using LodGroup)
Merge from world_update_2
Merge from waterwell_update
Merge from world_update_2
Merge from waterwell_update (for initial playtest)
Fixed NPC shopkeeper not respawning
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Manually reimplemented the vending machine changes on this branch
Allow a bigger range of angles before considering a wagon collision to be a side hit. Fixes not being able to push wagons that are parked on relatively tight corners
Fixed pushed wagons tending to zoom away when a heavy locomotive pushed them. Now limiting the velocity change based on the speed of the closest colliding train.
Merge from parent (many merge issues, will need some fixing)
Don't use rigidBody.velocity for trains. It's always zero (kinematic). Now passing correct velocity data.
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HCR attack prefab & related files.
Merge from world_update_2
Created basic setup for static planter box:
Will grab all available sockets at startup, pick a random plant from a list and spawn them on the traditional deploy sockets
Radioactive water~
Looting player will now be irradiated whilst looting a dead/alive player that has large amounts of radioactive water on them (this only happens in the looting window)
Items now have some standardised methods to look for radiation amounts. For the time being these are only > 0 if the item has a ContainerRads item mod
Much cleaner routing through BasePlayer-Client.Looting as well as LootableCorpse
New file to specifically deal with these radiation changes on BasePlayer
Splashable now uses new methods
Route radiation check updates through PlayerLoot::SendUpdate to further prevent unneeded calculations
HCRevolver uses local FX folder.
Fixed muzzle origin offset.
Temp working files & scene.
Track rcon disconnects during a frame
Changed rcon.ssl and rcon.sslpwd to be consistent with other command line option switches (can use - or +)
Set a default rcon password while in the editor
merge from preventbuilding_dungeons_fix
Revised my AttachedMonument field change so we don't lose any already assigned monuments
Flagged all underwater labs prevent building volumes to auto find their MonumentInfo
Fixes barricades deployable in Underwater Labs
PreventBuildingMonumentTag can now get its MonumentInfo at runtime using TerrainMeta.Path.FindClosest
This will allow prevent building volumes from monument not running S2P (like underwater labs) to get their MonumentInfo assigned correctly
Allow wolves to target other wildlife again, fix errors when target dies while circling
Optimize wolves LoS checks (ignore other wolves, spread computations over multiple frames, pool sight events), also ignore players in safe zones
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merge from fix_weapon_mod_avg -> main
Fixed broken rad counts from container
Amounts update on changed instead