192,728 Commits over 4,049 Days - 1.98cph!
Potential fix for NRE when respawning after getting killed by a rhib
merge from custom nav mesh
Fixed WorkCart movement audio playing when it shouldn't be in certain situations
▍▄▉▇▆▋▍▅▋▄▅ ▄▍▋▇▇ (▍▆▍▋▄▉▆ ▌█▋ ▇▌▋▊▉▌ ▅▄▄ ▆▆ ▆▍▆▇ ▄▊ ▆█▉ ▊█▅ ▉▅█▌▌▉)
Merge from sticky_debugcam
Add "autofocus" option to community UI input fields, will select that input field as soon as the UI is created
Add support for workcarts to appear on the death screen (needs an icon)
TriggerHurtNotChild now assigns the attached entity to the WeaponPrefab field of death info
updated player damage feedback, updated directional damage indicator
thumb_up
55
thumb_down
25
Remove clamp on how far the dolly camera can move backwards
Fixed a couple of bugs with the WorkCart monitor changes
WorkCart monitor now shows the number of connected train cars, beeps when a new one is connected, and the whole monitor display is 40% brighter.
Fixed above-ground work cart controls being yellow (now blue like the body)
Removed old/redundant test demos. Added test_demo + shot directory
Added demo shots directory (removed from ignore config file)
Set proper orbit distance when parenting to an entity
Move debug camera Update loop into LateUpdate, fixes jittering when parented to animators (might cause other issues, will need to monitor)
Fixed ent_find_radius not working from debug camera position
Fixed camlerp position not working
Fixed camera position/rotation changing when changing parent (either via keybind or convar)
Horses now get the same speed boost on rail as they do on road
Reduce condition loss when spraying, add some condition loss when free spraying
Added SedanRail entity for admins. Spawnable only on rails
Monument additional custom navmesh data test
invisible respawnable lootables
Another attempt at fixing reflection probe for water
thumb_up
42
thumb_down
25
▌▍▄▅▊▋█▄ ▌▇▋▉▍▋▋▇ ▋▉▊▅▊▋▅▄▊▍ ▅▄▉▍▌ (▅▌▌▆ ▅█ █▋▍▉▋▆▌▅▇ ▇▊█▆▉▌▍ ▄▍▄▋▍█▊▊▇▉ / ▌▉▉▋▄ ▉▊▍▆▋▋▊ ▍▉▇▍▇▉█) ▉▇▇▍▆ ▌▍ ▅▇▉▄▄ ▇▅▅▇ ▆▊▉ ▆▅▌▆▇ ▄▆▇ ▄▉█▄▄▅▅▋ ▆█▉ ▇▍▅▇ ▆█▅▊ ▇▉▋ ▅▄ ▇▋▆
Desert sculpt finalization progress
cherrypicking
70776 - Cull railside and roadside client side bushes when buildings overlap them (this is load balanced through LODManager so comes with some delay)
Added ai.killanimals server command
Added ai.AddIgnorePlayer and ai.RemoveIgnorePlayer server commands.
AI now checks the ignore list when adding players to memory.
▄▉▉▍▌▊▊▉ ▍▌▊▌▊ ▍▆▄ █▆▆▇▊ ▄▊▌▆▆▆▋▇▍▆ ▆▌ █▄▉▄
▍▍▅█▍▌▋▉▋ ▄▆▇ ▆▍▌ "▋▉▍▆▊█▉▆▅▄ ▍▉▉▌▇▉▋" ▄█▇█▇ ▍▌▇█ ▄█▌▆▇▉█ ▌▍▊▅▉ ▉▉▇▊▄█▍▇
█▊█▆ █▄▇ ▄▊▋█▉▉ █▅▅▅ ▇▅▆▆▇▅ ▋▍▇▊▍▉█▅█▊█ ▍▇▉▆_▊▋▊ ▋▍▋▊█▆▇▋ ▌▉ ▋▌▇▇▅▉▊ ▇▅▇██▅ ▉▄▍▅ █▋▉▍ ▊█▉▉█▇▅ █▅▆▅▋▍ █▉▆▄▌▌▌ ▌▉▇▆▆▋ (▆▊▉▄▍ ▍▆▉▄█▌▋▊▆▉
Cull railside and roadside client side bushes when buildings overlap them (this is load balanced through LODManager so comes with some delay)
Fixed offsets not recalculating when entering/exiting parented space (still not 100% right)
Fix Client.camlerp not working in parented camera mode (lerp is applied in local space)
Added debugging.debugcamera_orbitwhileparented, true is legacy behaviour, false is new default and uses same controls as unparented mode
Parenting to an entity now properly converts the debug camera's position and rotation calculation to be in local space (previously rotation was in local space but position was world space)
Removed debugcamera_bonerotation, this functionality is now active whenever the camera is parented to something
Now emulates a physically attached camera