31,202 Commits over 3,928 Days - 0.33cph!
A couple of minor edits to the new carstats var
Added carstats console var
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merge from/BoatMountingFix
Changed Push back to having higher priority than Mount. Reverts rowboat interaction to Push by default.
hitting hemp no longer flags the player as hostile
Fixed broken (mostly Asia) translation text on conversation provider
Move RemoveInvalidEntities to a safer spot
final code gen / phases pass checks
fixed armored cockpit cost
Reduce car collision damage to players a bit
Increased armoured cockpit max HP from 500 to 700
Increase brake force power and allow reverse throttle at 3m/s instead of 0.1m/s. Helps particularly with stopping while travelling forward down slopes.
Make sure we really never receive hurt damage outside of a hurt trigger by checking RemoveInvalidEntities() each tick. Made RemoveInvalidEntities more efficient.
Added simple debug util timing functions
reduce modular vehicle horn volume
Remove terrain-type based damage, add a new Collision damage type which propagates to other car modules but doesn't count as an attack.
moving active belt item holsters it
make sure modular vehicle horns don’t hold on to refs to recycled sounds (horn timeout disabled for now because of this)
slight tweak to where/when bradley engine loop init is called
audio.printenginesounds debug console command
Removed cases where I was doing specific mutable state checks in trigger InterestedInObject calls, not realising that InterestedInObject is also checked to see if we should allow a collider to detect that it LEFT a trigger. Fixes spawning a car on top of yourself and then noclipping out of it causing the game to consider you still in the triggers.
Reduced average collision damage a bit re staging user complaints
Fixed broken physics behaviour on the most important object in Rust: ball.entity
Adjust car steering lerp values
Fixed steering right being slower than steering left
Improvements for flatbed parent triggers
increased minicopter decay time outdoors to 8 hours, inside to 36 hours
NPCAutoTurrets no longer shoot shopkeepers or conversation providers
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Fix BasePlayer movement references on the server in TriggerPlayerForce and TriggerMount. Moved BasePlayer vars that aren't used on the server at all into BasePlayer-Client, so this mistake is now prevented from being made again.
Bandit town now has a larger prevent building and safezone
Update TriggerMount to retry in more situations
Merge the latest modular car fixes -> Main
Increase tree impact damage multiplier from cars (3->5)
bradley audio implementation tweaks
potential fix for repeating sound bug near launch site
Code review: Use PivotPoint() instead of getting the position directly
Fix HostileNote stomping the unhostile time right after receiving the latest value after respawning
Fixed HasScrap purchase condition amounts for mini and scrap heli
Disabled a number of prefabs at supermarket which are prone to floating above terrain on procgen (better fix next month)
Moved a number of supermarket spawners
Supermarket S2P
Remove TriggerPlayerForce on the chassis for now until I fix it properly tomorrow
Fixed med battery placement issues