128,797 Commits over 4,201 Days - 1.28cph!
    
    
    
        
            
            
            
                
                Spawnable backdrops and cyc walls for cinematics (green, black, white, black, grey and neutral variants)
                
                
                
                
             
         
        
            
            
            
                
                Disabled collisions for cinelight cinematic entities - player movement, melee and bullets no longer collide with them. Still can be ent killed and hidden.
                
                
                
                
             
         
        
            
            
            
                
                Merge from hackweek_renderlod_collapse
                
                
                
                
             
         
        
            
            
            
                
                Fix collapsed renderers briefly not having an assigned mesh immediately after PreProcess, fixes item skin previews not cropping properly
                
                
                
                
             
         
        
            
            
            
                
                Expose radiation resistance on the consumable information panel
Removed radiation exposure resistance from anti rad tea, it doesn't really work
Now exclusively provides radiation damage resistance (15%,30%,45%)
                
                
                
                
             
         
        
        
        
            
            
            
                
                vm handcuffs:
- added vm rig base file
- added anims and animator
- added viewmodel prefab
- set entity to use new vm prefab
- renamed models to match conventions
                
                
                
                
             
         
        
        
            
            
            
                
                Wire clearing working properly from both sides with slack levels
                
                
                
                
             
         
        
        
            
            
            
                
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                 merge from wiretool_fixes2
                
                
                
                
             
         
        
            
            
            
                
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                 merge from roman_candles_limit
                
                
                
                
             
         
        
            
            
            
                
                Clean up player target code 
Added an ignore list. Standard targetting methods use the list to cross reference new possible patrons
Now travels on roads supplied from new list
                
                
                
                
             
         
        
            
            
            
                
                Clear LoadingAfterTransfer flag before disabling transfer protection
This issue made helicopters not know that one player on the helicopter is ready to play
Should fix driver incorrectly swapping with passenger when 2 players are on the helicopter and the pasenger loads in before the driver
                
                
                
                
             
         
        
            
            
            
                
                Auto disable transfer protection on load for helicopters without a driver, just in case that happens
                
                
                
                
             
         
        
            
            
            
                
                Created seperate lists for each category of road. Adjusted road layout and road ring to add to the new lists.
                
                
                
                
             
         
        
            
            
            
                
                ForceUpdateTriggers for the previous heli driver after a passenger takes over
                
                
                
                
             
         
        
            
            
            
                
                setting up blunderbus 3p anims and viewmodel anim set updated
                
                
                
                
             
         
        
            
            
            
                
                Abort the waiting for players loop on the client if disconnected from the server
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Merge from hackweek_renderlod_collapse
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from hackweek_renderlod_collapse
                
                
                
                
             
         
        
            
            
            
                
                Fix coaling tower NRE (disable collapsing on light renderers for now)
                
                
                
                
             
         
        
            
            
            
                
                Fixed performance issue on the deployable search light.
Improved lighting setup on it.
Fixed some other random issues like the duplicate collider existing in the ground underneath it.
                
                
                
                
             
         
        
            
            
            
                
                 Merge LOD conversion multiselect
                
                
                
                
             
         
        
            
            
            
                
                Merged main into wire_slacking
                
                
                
                
             
         
        
            
            
            
                
                Fixed NRE when isolating a wire and leaving building privilege
                
                
                
                
             
         
        
            
            
            
                
                ▅▌▋ ▅▊▋▇▍▋ ▍▆▇▋▆▆▌▅▇▌ ▄▉▌ ▋▍▌▇▅ ▅▊▍ ▊██▆▆▊ ▆▇▊▇▇▄▉, ▉▉▆▇▇█▇▅▆ █▆▆▆▄▌▇▇▉▆▇ ▋▆ ▌▍▉▄▊▉▋ ▊█▋█▇▅ ▇▉▄ ▌▊▆▌█, ▄▅▄▍▉█ ▄▇▋▄▋ ▋▆ ▋▇▌▆▌ ▌▇▉▍█▋▍▍█▌▆ ▋▉▄▍ ▌▌▋▉▄ ▅▄ ▋▇▊▊ ▋▉ ▌▊▅▆▉▌██▌ ▄▊▆▄▊
                
                
                
                
             
         
        
            
            
            
                
                Fixed skinned items missing materials when entering and exiting LOD range
                
                
                
                
             
         
        
            
            
            
                
                Made RendererLOD conversion multi selectable
                
                
                
                
             
         
        
            
            
            
                
                Only the belt of a surrendering player can be modified, the rest of the inventory is view-only.
Added gesture_radius_notme command to play gestures on players within the radius, but not on the player issuing the command.
                
                
                
                
             
         
        
        
            
            
            
                
                ▌▋▄▅▇▉▅▍▍▌▍ █▅▍ █▄▆▊█▊▊█▇▄█ ▇▅▉▋ ▊▉▋ ▌▌▇▄ ▊▌▆█▉▅ ▉▍▅ ▍▉▄▅▉▉▍/▆███▇▍▋▍ ▇▊▅▇▆▆▉, ▆▊█▇██▄▄ ▉▍█▌█▋▄▇▆▅▉ █▇█▍▊ ▋▄ ▆▄▍▍ ▆▊▍▇ ▇█▊▅ ▅▉▆▇▍ █▍▄▆▅▇▆ ▍▅▋ ▋▆▋▊▌▊ + ▇▅▍▅▉▋▋
                
                
                
                
             
         
        
            
            
            
                
                Fixed 3P attachment offsets.
Fixed SKS ejected shells not having any drag and going sub-orbital
3P Muzzlebrake orientation fixed.
Slight color consistency improvement on the muzzle brake flashes (global)
                
                
                
                
             
         
        
        
            
            
            
                
                AIHelicopterAnimation compile fix
                
                
                
                
             
         
        
        
            
            
            
                
                merge from fireworks_limit_fix
                
                
                
                
             
         
        
            
            
            
                
                 merge from item_store_videos
                
                
                
                
             
         
        
            
            
            
                
                 merge from melee_anim_attack_fix
                
                
                
                
             
         
        
            
            
            
                
                 merge from wiretool_fixes2
                
                
                
                
             
         
        
            
            
            
                
                 reapplying 
97426 wiretool_fixes2