33,350 Commits over 4,109 Days - 0.34cph!
setup the IK positions for the satchel and c4 worldmodel
added code to play the 3rd person throw animation for the c4 / satchel charge
increased size of survey charge world model & when deployed
Updated Native Libraries ( reduced MTU size (players stuck on retrieving data) )
Door hinged wood and door.double.hinged wood LOD1 use the same material as LOD0
tweaked m92 worldmodel
tweaked the m92 attack sounds / anims so there's less of a pause between firing
fixed the blend between throw animations
fix for repeating thrown objects (c4 etc)
Water bottle sounds
Bota bag sounds
Merge from save139 (caves)
Fixed NREs from entities that spawn as child objects of cave pieces
Fixed mesh pop in (cave_large_hard)
deploy event SFX setup for survey charge, beancan & f1 grenade
Fixed mesh pop in (cave_large_sewers_hard)
Fixed bucket lift never going back down (hopefully)
Fixed some deployables being placeable partially inside constructions
Fixed pillars / walls / floors being allowed to reach into prevent building volumes (deployables, dungeons)
Fixed mesh pop in (cave_medium_medium)
Fixed cave bucket lift animator being stripped from server builds
Stricter melee / projectile AH (reduced padding)
Fixed a foundation stacking exploit
Fixed mesh pop in (cave_medium_medium)
lowered m92 reload time
manifest et al
Added more workshop item types
m92 buff
mp5 craftable again (skin issue)
thrown spear damage increased (f u)
Additional foundation stacking fixes
Updated ProcmapBench scene
Added server side weapon firing rate verification to BaseLauncher as well
Fixed httpimage's not showing when loading from cache
Fixed a rapid fire exploit
Readded blueprints, restored old menu music, buffed crossbow, everyone spawns with ak
Updating items from v2 respects texture resize rules (instead of limiting all to 1024)
thrownweapon.cs now triggers throw anim directly
deploy/repeat changes to charges
charge animators updated (bools removed)
codelock no longer unlocks when first entering a code, just whitelists you (QoL)
codelock remove icon changed
ladder rope cost reduced
floor grill cost reduced
prison gate cost reduced
prison wall cost reduced
chainlink fence cost reduced
chainlink gate cost reduced
shopfront cost reduced
metal bars code reduced
armored bars cost reduced
wood bars cost reduced
embrasure a cost reduced
embaruse b cost reduced
salvaged tool blade cost tripled
can now find turret parts, stack of hqm and stacks of pipes in green boxes - no more sewing kits
wood boxes no longer produce barrel contents
slightly higher metal frag count from worst-case barrel drop
slightly more techparts when found
slightly more roadsigns when found
satchel requires 1 rope
protocol++
bunch of fixes for thrown objects
proper orientation/sticking, obeys deploy delay
Fixed Wood Storage Box skins pretending they're for the Large Wood Storage