126,693 Commits over 4,109 Days - 1.28cph!
Added sprinklerRadius and sprinklerEyeHeightOffset server convars
[D11] [UI] Fixed localisation for bandit town.
[D11] Added missing ref on flamethrower
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Added ceilingLightGrowableRange and ceilingLightHeightOffset server convars
fixed wonky structural look on the taller ramps (twig/wood)
Made the water pump require electrical input to run and moved it to the electrical category
Adjust storage drop point locations
Exhaust was backfiring too much, adjust values at good engine health
Raise ride height on vehicle lift
Fix repel trigger height on 2module
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Adjust centre of mass and anti-roll
Tweaked animator logic for fluid switch, will need revised animations before merge
Looks like RHIB mount points had a bad auto-merge. Adjusting to match Main.
Use 7 instead of 7.5 for the throttle-to-4-bit conversion, so that 0 throttle converts back to zero correctly. Fixes "accelerator jitter".
Add explanatory comments to the ModularCarUpdate RPC input data
Fixed a case where a fluid switch wouldn't properly update it's outputs when connecting a power input to the pump slot while the switch was set to on
Set different driving pose, added use of 'vehicleSteering' parameter. Adjust wheels to turn at the same visual rate as the steering wheel.
Added a new Water Pump deployable that is placed in salt or fresh water and produces water. Acts as a powered pump (like a switch) and can output water to a connected barrel/sprinkler/etc
Added support for sprinklers to spray the water type that is fed into them
Updated Bandit_Farming sell order
Updated toptier foundation.steps prefab to reflect new design
building blocks prefabs setup for half.floor/spiral.stairs/spiral.triangle/stairs/ramps
various models fixes, new ramps condition tests
Fixed "Extra 2" outpost vending machine resetting back to weapons list when server crashes
Compound S2P
added Farming vm prefab
Armored tier new blocks, includes models/gibs/col
Forgot to edit metal tier foundation.steps, here it is
Updating building_parts_atlas to reflect latest textures used on LOD0
Implement slot machine entity save/load
Award winning player with payout at end of spin if results match
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Add a few random payout info entries to test
Take scrap from inventory to allow spin, don't allow if player doesn't have enough scrap
Don't allow handle to be pulled if UI is open
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horses no longer targeted by turrets