32,159 Commits over 4,018 Days - 0.33cph!
If destroying a train car during spawn, wait one frame. Prevents NRE when the spawn also involves a network group switch.
Merge from flashlight_on_fix
Merge from experimental (Unity 2020.3.34f1)
merge from SprayTranslationFix
merge from server_blocking
More early exits for when trains are destroyed during update ticks, and more checks for disposed CompleteTrains (since we free the train car list when disposing, we can't reference it afterwards). Fixes the root cause of the NREs that were fixed in
71430.
Fixed a couple of CompleteTrain NREs
flag road_0001-hapis_road_asphalt_2 as r/w, server and client complaining
Fix attempt for SprayCanSpray_Freehand NRE
Fixed spray can pie menu sound playing even when players don't have the store item that enables it, and fixed all pie menus playing their cancel sound together with their open sound when first opened (introduced in 3572 - despite millions of pie menu activations, this went unnoticed for 7½ years!).
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fixed broken options menu ordering
add flags to weapon mod hash (fixes crosshair not updating when laser is turned on/off)
m39 viewmodel punch
added alternative ammo types to pump loadout for weaponstest
merge from /hapis_conversion - Hapis RC
Reverted GetItem to the older version without GetCachedItem. GetCachedItem is now only used in DelayedModsChanged.
Null check to prevent BaseLiquidVessel NRE
updated local player impact sound
standing stance penalty reduced for first 4 shots. accuracy progressively reaches this level during a burst rather than from shot 1
HMLMG aim cone probability reduced
HMLMG first shot accuracy increased
recoil now uses slightly random vertical values vs static ones
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Fixed coupled train cars not loading in the train cars next to them (from save)
EngineUI prefab commit, it seems to want to commit some more info about font colour. Maybe this will stop Unity refreshing it so much.
Bugfix, handle train coupling changing before server init
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fixed crosshair garbage allocation
HMLMG desc update to reflect its characteristics
merge from vehicle_sensitivity_slider
Removed hudcomponenttoggle, replaced it with just using hudcomponent with no second parameter
[Paddy requests]
- Added select all and select none options to the HUD Tools menu
- Added a toggle version of hudcomponent
- HUD toggles now support enabling and disabling HUD components that don't have their own canvas (e.g. Vitals)
- Crosshair sub-components are now manually included in the tools list as available to toggle (can also be toggled via convar)
[For Paddy] Admin client convar for HUD component toggles. Format: hudcomponent BeltBar t
It is, unfortunately, case sensitive.
Apply the 50% minimum distance to SprayLineDecal as well
Fixed decals disappearing very early at low Object Quality settings
removed automatic recoil compensation - too easy to tap kill
fixed muzzle boost affecting horizontal recoil
modified HMLMG to be initially inaccurate and to become more accurate during sustained bursts
added leftward recoil drift to HMLMG
shortened HMLMG reload duration by 1s to match animation
added HMLMG to T3 tech tree
added extended mags to T2 tech tree
Fixed extended mags always causing a weapon to unload
compound bow loses less durability while held back
reduced rocket launcher condition by 50%
reduced height and size of landmines
added flashlight mods and silencers to weapontest loadouts
added extended mags slot to all weapons without internal magazines
fixed first shot of SAP playing the non ADS animation while in ADS
protocol++
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Fixed the "correct' vehicle sensitivity being too high, lowered to match feeling of old behaviour
Disabled head bob while flying
Added ability to toggle the error text component
Added HUD components to the admin tools menu. Allows for enabling and disabling individual components of the HUD
Potential brake sparks fix
merge from hapis_conversion