121,610 Commits over 4,048 Days - 1.25cph!
Reduce MLRS functions when aiming module isn't inserted
Don't allow the MLRS to cheat and calculate super low rocket velocities to target below minimum range
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Removed isLoadingSave check from EntityFuelSystem
Merge from media_projects
Change hurt trigger on deployable elevator lift to a Crush Trigger to prevent damaging players standing on elevator lift (same setup as static elevator lift)
Cherrypick
65550 (don't show too close to monument error if not actually close to a monument)
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Fixed remaining mesh seam issues. Fixed some shoreline effects.
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Stop player inventory opening up for a frame in demos when a player loots another player
`fixcars` now works on MLRS; fills aiming module and rockets.
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Merge CoseRangeTest -> DMb
Move GetAimToTarget, make it available on the client
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MLRS now supports firing rockets are variable velocity in order to hit targets at any distance. MLRS now allows setting min and max range directly instead of basing it on rocket velocity and firing angle range alone.
Refactored network data to better support the new system. Also reduced total data sent: One Vector3 now sets the MLRS' horizontal rotation, vertical rotation, and projectile speed on the client.
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WIP experimentation with slower rockets for close range targets
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Verify that we're in a monument prevent building volume before printing the closest monument name in the error (fall back to the old error in this case)
Reduce max MLRS angle to 60 degrees to work with the final model. This creates a large untargetable area around the MLRS - will deal with that next.
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Possible IconSkinPicker.OnSearchFilterChanged NRE fix
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cherrypicking
65378 - Possible fix for NVG over saturation at night
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