198,766 Commits over 4,140 Days - 2.00cph!
First pass on exposing multiple dof sample options
Fix storage adaptors, conveyors and pipe LODs being calculated from the wrong position when entering network range
Set code lock light materials back to Opaque. Hopefully this fixes them not being visible through glass.
Refactor minicopter wheel code. getting ready for attack heli with skis
Fixed minicopter and scrap heli wheels not rotating when on the ground. This was mainly a problem with the animator fighting the code. Some more code cleanup. Added speed method to BaseVehicle.
Compile out pipe mesh renderer on server
Missed one - CH47Helicopter
Some general refactor/formatting/cleanup on existing helicopter classes
Reduce the minimum distance between industrial pipe points for easier placement (was 0.4, now 0.3)
Adjusted LOD levels of industrial entities
Revert kayak and rowboat prefabs to match main (even though plastic shows no changes, seems to fix their corruption in unity)
Allow doors to be placed on top of deployables (boxes, sleeping bags, etc)
Give the attack heli its autocannon model
Move some scripts. New AttackHelicopter class
Test map edit for heli development
Huge wooden sign will deploy on all sides of walls too
Merge Main -> Attack Helicopter
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▊▄▋▆▇ ▇▉▉▍█▍ '▌▄▆▉' ▊▆▋▆ ▆█▅▍▆▊▅▉▄▍
Fix small sign deployment not working on all walls
Added ToolObj:GetClientBool
Improved Eye Poser (Community Contribution)
Improve TOOL.Information display
Should be tiny bit faster and doesn't modify TOOL.Information
Added ToolObj:RebuildControlPanel( ... )
Easy way to rebuild control panel, no need to hardcode tool class
Cache convars created by tools and use them in GetInfo funcs
Use the cache in ToolObj:GetClientInfo/ToolObj:GetClientNumber/ToolObj:GetServerInfo in appropriate realms
Faceposer uses new function
Procedural bunker entrance mesh and prefab
Change the mushroom icon to red instead of brown
Updated Prefabs for Store page
Update ghost model rotation immediately after changing rotation
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▊▊▍▇▋▊▆ ▆▌█▅:
- ▉ ▉▆▅▇ ▄█ █▅█▌▅█▇▄▋▍.▍▆▇▋▍▋ ▋▌▌▇▍ █▍▅▊▌▊▍▊▆▉▊ ▉▄▇▋▆▌ ▉▉▍▊▍ ▆▇▊▄█▊▋█ ▇█▊ █▄▆▇▆▆▋▇███▇ ▋▇ ▇▅█ ▍▇▆▇▆█
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▋▋▉ ▌▄▍▍▋▊▅ ▍▋ ▉▇▉▋▋ ▅▉▇▆▍█▄▅ ▇█ █▋▅ ▄▆▄▆▅▆. ▇▍ ▍▄▅ ▅▌▄▆ ▅▍ ▄▄▆▊ ▅▅▍▆ ▌▇█ ▊▊▉ ▉▍▉▅▋▊▆, ▅▇█▋▅▉▆ ▅▄▇ ▌▍█ █▇▉▉ ▌▅ ▅▍▇▌▌▆▇█▉▅▇▍█▉ ▊▌ ▋▋▌▍▉▋▅▋▄▉.
Added Jake's bench_io command from water_io_benchmark branch (there were some other unrelated changes on that branch)
Added server.waterContainersLeaveWaterBehind, when enabled water containers will leave 1 unit of water behind when transferring water to other containers
Attached sprinklers can still fully drain a liquid container
Can be toggled at runtime, enabling this during peak hours or temporarily while IO usage is high should help general server performance
Added a small thickness to pipe visibility checks to prevent it going through very small gaps in construction
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Layer collision enabled for Ragdoll vs. Prevent Movement
Cherry-pick ragdoll maxDepenetrationVelocity edit
Increased maxDepenetrationVelocity to 2.0
I couldn't get ragdolls working in scrap heli without parenting. Thankfully scrap heli seems to handle item and ragdoll parenting much better than cars or HAB do, so enabling ragdoll layer parenting on scrap heli here.
Increase distance daisy chained water catchers can deposit their newly created water
Fixed chains of water storage entities sending excessive entity updates when chained together
Storage entities will now wait 10s after they have initially received water before they start draining to subsequent storage entities
Entity updates were caused by entities constantly dithering from having water/not having water, with this change every storage entity in a chain will maintain a low amount of water while a daisy chained water flow is occuring