199,994 Commits over 4,140 Days - 2.01cph!
Fixed modular car engine performance not being recalculated when the engine is repaired (regression in #53163).
mixing table, tea, and berry sounds
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Military tunnels & related WIP.
Anchor / Oar / Barrel decorations.
Models; Lods, Col, Prefab and materials.
Removed greater and superior tea tiers.
Super gravgun kills makes dissolved weapons fly a bit farther and be more CINEMATIC
item_healthvial dropped by NPCs on death also gets dissolved like the weapon does if they died from dissolve damage
Restored SF_COMBINE_NO_AR2DROP ep2 spawnflag for npc_combine_s
fixed layering issues on the mixing table causing ground watch to fail
Fixed "Keep Ragdolls" setting causing dead rollermines and floor turrets to create uninteractable "ragdolls" on death
Removed .0f from default value of r_overlayfade convars (it bothers me)
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Reworked models/mechanics/solid_steel/type_a_2_16.mdl so it isn't broken anymore
Reduced bone arrow thickness
Fixed getting dismounted while flying low over AirWolf on HapisIsland
Fixed secondary ammo HUD not showing while in a vehicle with SetAllowWeaponsInVehicle( true )
Fixed supply drop flying away after getting hit by projectiles
Fixed a regression with changes to DScrollPanel
Added DButton.SetMaterial() and DImageButton.SetMaterial() (Community Contribution)
Weapon.SetClip1/SetClip2 marks the weapon to not give out reserve ammo/reset clips on weapon pickup
Combine Ball projectile no longer makes sounds when hitting ragdolls, to prevent insane sound spam when it gets stuck in multiple ragdolls
merge from /main/stairs_upkeep_fix
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Removed odd meshes from twig gibs
fishing nets
walkway fishing crane
fix berry plant mesh mismatch during crossbreed
Merge from summer_dlc_skin_reassignment
menu background video update
Revert the changes in
53372 - Cars are now cheaper to repair on the lift vs. the hammer again, with hammer going back from 20% to 50% cost (sorry).
fixed cave small easy missing culling volumes
T1 vehicle parts crate now spawns two vehicle components
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Added a budgeted update for growable entity calculations so performance cost should be uniform regardless of server farm density (0.25ms default)
Only update water quality when hit by a sprinkler
Remove gene caching
Previously I'd observed that wheel colliders were occasionally preventing the modular car rigidbody from sleeping, even with a forced sleep call and having motorTorque and brakeTorque set to zero. To counter that, I was simply disabling them entirely when the rigidbody went to sleep. However, that caused a surprising new bug: If you shot a sleeping car with a rocket, it would correctly wake the rigidbody, but the act of the wheels waking up as well would completely cancel the rocket explosion's force [because Unity], meaning the car didn't move.
I've now determined that it was the steering being non-zero that was preventing sleep [because Unity], so I've removed the disable/enable for wheelcolliders and set steerAngle to zero on sleep as well, which lets sleep work correctly, and explosion forces on sleeping cars now work again.
Fix some client server issues when playing in editor
Move damageRenderer serialisation out of #CLIENT define, so it won't get lost when switching to #SERVER
Fixed missing DamageRenderer scripts on some vehicle modules
Fixed modular car repairs with the hammer costing more than repairs on the vehicle lift. Hammer repair cost has been reduced to 20% of the module's original cost (was 50%), which matches the repair bench/vehicle lift standard.
Use a new TimeCachedValue class to only update plant quality values every x seconds with a generic system
Lighthouses, junkyard & related mats & prefabs.
Fixed BSP brush models after 999 not working on maps
Rendering out of bounds texture frames no longer crashes the game
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