115,454 Commits over 3,959 Days - 1.22cph!
Fixed missing backfaces on battering ram build stage
Fixed Projectile.noheadshots not resetting when a projectile is pooled (old bug, the only issue from this I could find is relatively minor: the parameter could leak from authoritative projectiles into effect projectiles of the same type, causing incorrect visuals for effect projectiles; thankfully it could not leak the other way around)
Moved the reset of some variables from Effect.Init to Effect.Clear to avoid duplicating that code into all Effect.Init overloads
Fixed missing reset of the new distanceOverride in one of the Effect.Init overloads, which caused it to leak from AutoTurret arrows into player arrows
Moved effect projectile gravity bypass to Projectile.noGravity
Updates to jungle prop blockout scale. Work on ziggurat shell and scene.
cherrypicking
110851 Fix heli targeting scientists
Added primitive sell order lists for water well vendor
IsAllowedInEra now works correctly if passed a mask
Player vending machines can now list items that are marked Loot, Craft or Vending
NPC vending machines will only list items that are marked Vending
Fixes not being able to see or list chainsaws in player vending machines, but still preventing NPC vending machines from selling them
creativemode.freerepair updates the battering ram head flags correctly
creativemode.freerepair works with constructable entities
Reduced the collision damage horses can inflict on vehicles
Same idea as
111903 but with working code this time
Ballista projectile LOD & trail fixes.
Impact FX prefabs.
Only use the ground alignment threshold when the tarrain normal variation is above 10 (rough terrain)
Added item counts and names to enforce_era_restrictions command
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Reduced arrow protection on metal shield (100% -> 90%), fixes metal shields taking 0 damage from arrows
Fixed fire arrows bypassing shields entirely (just the direct impact, players will still take damage by standing in the fire spawned by these arrows)
Updated ballista bolts descriptions, fixed piercer using hammerhead desc
Updated engine.json
Mark player as hostile after firing a loaded catapult
Ballista comments
merge from primitive/ballista_projectile
Disabled projectile refraction on ballista piercer
Added very low anti-vehicle damage to all other bolts to trigger the addforce on impact
Piercer bolt, anti-vehicle damage
Can pierce through armored vehicles
Removed references to mission rewards in dive master mission conversation (will need a phrase rebuild)
Reduce some random clockwise rotations on mini crossbow
clientside effects now terminate at the distance of the hit target rather than carry on forever
legacybow turret setup
Fire pos server validation
Merge from media_projects
split the magazine from the rifle for the world model
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Hammerhead bolt, does explosion damage to doors only
Hitting players will temp ragdoll them