127,313 Commits over 4,109 Days - 1.29cph!
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Merge generic_large -> Main. "Re-add generic_large loot panel with 42 slots (for modders)"
Re-add generic_large loot panel with 42 slots (for modders)
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Add new DOF exposer component that exposes relevant DOF values to be keyframed by animation tools
Updated saveShotAsAnim convar to write out DOF curves to this new component
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Fix BaseMountable PlayerIsMounted checking _mounted instead of player.GetMounted()
Fix for modded servers that have modified the maximum stack size, where players then load >12 rockets into an MLRS, and the MLRS tries to shoot rockets that it doesn't have tubes for, causing IndexOutOfRangeException in FireNextRocket.
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Split up FFT job into steps
First pass on physics setup
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merge from Desert_Military_bases
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Fix PatrolHelicopter removing its VehicleWorld collider on the server instead of on the client. Fixes it not taking any damage from server-side rockets.
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Set aiming module slot max stack size to 1
Fix bugs with MLRS rocket inventory:
- Fix ammo stack item occasionally being used with amount == 0 (would end up leaving one rocket unfired)
- CanFire now also checks IsBroken
update MLRS broken down cabin sounds to match new effects
MLRS: Don't allow fixcars while rockets are firing
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Merge RetroSnowmobile -> snowmobile
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Refactoring a bit for physics
Changed default entity penetration resistance to 100 (only applies to non-BaseCombatEntity-entities and BaseCombatEntitiy-entities without protection properties set)
added keylock world model
new w_ prefab within the existing file structure
Removing sitting at sofas and chairs in dwellings - not enough space to work properly in all scenarios