112,253 Commits over 3,928 Days - 1.19cph!
merge from hobobarreliconfix
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merge from fix_uncompressed_tags
merge from teslacoil_igniter_damagepickup
merge from fix_storage_adapter_blocking_looting
fixed black line at top of hobobarrel icon
fixed muted spread of incendiary rockets, updated visuals
sks holster position updates
Fixed dragging backpack / diving tank onto equipped backpack going into backpacks inventory instead of swapping items (or doing nothing)
reduced cost of incendiary rockets and slightly increased damage
reduced gear cost in HMLMG
removed tech trash from drone crafting cost
Line anchors now updated based on a client side event
Restored door controller 'Power In' input old behaviour and removed the new 'Toggle' input - so they act as before and just benefit from the new 'Open' and 'Close' inputs
Updated mesh and materials
increased roadsign armor condition
decreased metal plate craft cost from 25 to 18 hqm
hv ammo craft yield increased to match non hv ammo
torpedo craft yield increased to 5 from 3
slightly increased torpedo surface accuracy
submarine duo fires torpedos slightly faster than solo
Removed other factors that could be contributing to far away orbit zones
Further changes to no go zone sizes
Fixed PostProcessVolume reference in "effects - explosion" breaking radial blur and lens dirtiness
Fix hover looting clothing inside full backpack not doing anything
building generic trims textures
generic door frame, window frame models, prefabs
updated radtown buildings
player update. edited 3p hmlmg anim set
Added "Decal Layer Mask" property to terrain and terrain-blend shaders
Fix loot crates on the cargo ship getting picked up by the building check and being destroyed immediately on spawning (didn't affect code locked crates)
Cargo ship will no longer destroy entities parented to it as part of the building check
Fixed inaccurate damage numbers being pushed to the danger zones. This should stop the heli from fleeing until the player has removed around 30% HP exactly
player update. added rootbone mask to ak47 rigged deploy and reload fbx anims
Additional debugging
Further optimisation to zone score updating
Added a button to toggle nightlight in the Workshop scene
fixed tier 3 lootbox rotation
'DM Tier 3 Lootbox.prefab' updated
Ensured start spinout is called on death enter instead
Fixed some extra unwanted state transitions
When in debug camera, instanlty disable nightlight instead of fading it out over a few seconds (if nightlight_debugcamera_enabled is false)
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Fixed 'env.nightlight_enabled' convar not being evaluated during the whole night
Added 'debugging.debugcamera_nightlight' to disable nightlight when using debug camera, off by default
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Prepare world item prefabs, updating the physic mat on all of them to the new one. The new physics mat is a specific one for dropped items, so if we want to edit it again, we'll be able to just edit the mat instead of every world item
Merge from cargo_double_dock
merge from promote_leader_update
merge from vms_missing_renderer_scripts
merge from mission_improvements_may_24 (bandit_town.prefab kept source changes, will need another S2P)
merge from tree_serverside_movement
merge from viewmodelrenderers
Fixed misconfigured viewmodel renderers on:
Cake
Flashlight
Beancan grenade
Molotov cocktail
Water bucket
Fixed both flamethrowers not being correctly marked as using the viewmodel renderer
Update FlameJet component so that it works in viewmodel renderers, just need to tick external update on the component and the parent EffectParent will handle updating it in the correct world space