134,068 Commits over 4,444 Days - 1.26cph!
Attempt #2: Instead of adding a new damage type, allow explosives to provide player-specific lists of damage
- similar to how salvaged hammer has a separate damage list for deployables vs walls
- pass in normal damage vs player damage depending on what is hit
- default to normal damage if player damage is unassigned
- allows better control when trying to untangle the web of melee + bullet + explosive damage from explosives than a single PlayerExplosive damage type provided
canRequireAuthIfNotLocked convar default to false
Feedback changes to piper nigrum kit
bee_analytics_fix -> main
merge from obsidianknife_setup
obsidian bone knife prefab setup and skin setup
Add 180 PlayerExplosion damage to HV rocket (30 explosion + 150 blunt)
Convert PlayerExplosion damage -> Explosion damage when players are attacked
- functions as "player specific explosion damage" while keeping normal explosion resistances of armor
Scale PlayerExplosion damage to zero for all other entities (so PlayerExplosion doesn't anything other than players)
All ProtectionProperties get reserialized after adding new damage type
Add "PlayerExplosion" damage type
Add `setwornarmorslots` command to change the amount of armor insert slots your worn armor has
- default to setting all worn items to max slots, can provide number after
- Compile Errors
- Codegen
Attempted fix for bee analytics not working clientside
Instead of relying on path failed event, rely on states failing
Fix tiger not moving when spawning in water bodies (even though they shouldn't naturally)
Update: adding HandleIgnoreTerrain that works on a batch of positions
- also ninja-fixing a bug in batch overload of HandleIgnoreCollisions that screwed layermasks - good thing it wasn't used anywhere
Tests: ran unit tests
swapping to using aimingHeld when changing to and from ADS
Fixed RPC error when attempting to reskin high wall blocked by something (cherry picked from 118231)
Updating out break scientist skinning
Animation updates to blowpipe viewmodel content
Added thinner diamater radial piper nigrum kit pieces
trawler ship - onboard hardware greyboxed props
set dressed the ship accordingly
Updated workshop OBJ models - Deer Skull Mask, Crossbow, Coffee Can Helmet, Chair, Burlap Pants, Burlap Shoes, Burlap Shirt, Burlap Headwrap, Leather Gloves, Bucket Helmet
range_visuals_reconnect_fix -> main
Fix range visuals not working after a disconnect and reconnect
erosion adjustments
- fixed evaporation rate being stupidly high
- cache ocean indices on the start and refill the ocean each step, stops it seeping out the world border
- smoothstep sediment adjustment with water depth and threshold to stop erosion from high velocity deep water
- properly adjust water height by sediment adjustments
Let's try that again, merge from obisidian knife
Merge from discord_item (with item ID filled in)
merge from softcore_update
(groundwatch_caching branch)
merge from softcore_update/deployable_corpse/groundwatch_caching
Speed croc a bit when it's on its way to destroy a twig foundation or attack a player that's barely out of navmesh
Fix croc attack damaging even when not connecting when player is unreachable
Cherry pick 118253: Fix npc movement potentially continuing to tick past their death if the invoke handler cleanup is delayed
Fix npc movement potentially continuing to tick past their death if the invoke handler cleanup is delayed
boomerang -> jungle_update