122,547 Commits over 4,048 Days - 1.26cph!
Added spawn.population_cap_rate, when set acts as a cap on how fast loot can spawn when being scaled by player count
Defaults to 300, so loot will spawn on servers with a higher population as if it is on a 300 pop server
Can be set to 0 to revert to the old behaviour
Fix possible inconsistent RNG placements, use minimum radius to avoid noticeable culling with shadows, increase cell plane test bias to compensate
Merge from apple_improvements
Now need 1 apple to cook an apple pie (was 2)
Added apples to the possible sale options at water well vendors
Increased chance of finding apples at water well food caches
Fixed an NRE on the t1 smg
Added new positions for bulky silencers on bolty, semi auto rifle, thompson, l96, m39, t1 smg, sks and m4
vending_machine_modify_listings -> main
Can now modify Vending Machine listings.
Clicking on an existing listing repopulates the sell order input fields.
Added ability for ViewmodelAttachmentOverride component to override based on specific prefabs, not just attachment type
Added barrel_bulky roots for most pistols that will be used by new silencers, adjusted scale of silencers to try and keep ironsights clear
bee_spawnrate_reduction -> main
Missed oak_e... Lives in a different folder
Add Flash [ON]/[OFF] display to camera UI
Control flash with standard F light on/off
Wider flash
Created a new bulb icon (light one)
Merge from lr_deploy_speedup
Fixed CurveStateSpeed component not resetting animator speed to 1 when the state ends
Fixed missing initial 50% roll when calculating armor slots leading to all armour pieces having a slot even if no tea was consumed
Add Buttons.DirectionalDrop, hold to use directional dropping.
Correctly include any inherited drop velocity, and the original velocity variance
Some more rough wip changes, some cleanup and sever side validation
Climate & post for remaining biomes.
Item set view model anim updates and added missing .viewmodel content
Added and updated more floor wallpaper materials for testing
merge from vehicle_trigger_damage_fixes
Network flash effect
Minor prefab changes
configured LootContainer damage for modular cars and bikes
tier 3 boat steering wheel blockout
added simple trigger-compatible collider to barrels for vehicle damage, leaves original collider setup the same
added additional damage multiplier for LootContainer entities to TriggerHurtNoChild for vehicle damage
Added a usable flash to the instant camera
Fixed Oil filter world model outline using Soda can
Adjusted worldmodel collider
Shotgun & bow view model anim updates and added missing .viewmodel content
▇██▇▅_▇▌▉▄▇▉▋▌▅_▍▋▌▋▅_▄▉▄ -> ▆▇▊▆
▆▌▄ ▌▆ ▊▍█▌▊▅▅▉▅▉▉ ▄▉▅▆▆▉▍▊ █▍▄▌█▅▊ █▋▋▊▇▅▅▌ ▍▋▅▋▇▊ █▍ ▋▉ ▅▆▊▌ ▇▌ ▋▍▇ █▆▉▄▄▋▄▋▇▋
reduced jungling sapling health and wood yield to be inline with other biome saplings
- lower health means cars run through them more naturally like in other biomes
▄▍▄▋▋ ▌██▊ ▍▋▇▊▍▉_▆▌▇▌▇▍_▄▆▅█▉█_▊▊▄▍▋▋▉_▅▍▍
▉▊▇▉▆ ▄▍▍█▉▄ ▉▍█▌▊█▋▌ ▍▋ ▌▄▌ ▇▍▊▄▇▆ ▉▉ ▇▉▌▌▄▋▍, ▋▇▅▉▄▌ ▌▅ ▉█▊▍▊▌▅ ▊▋▊█ ▅▇▇▍▉▆▄ █▆█▊▍▉▋▋ ▅▊ ▊▇▍▄ ▉▋▄▉▋▆ ▌▋▆▌▅▆▉
merge from building_los_fix
Added new LOS check positions for floor frame and floor triangle frame