135,804 Commits over 4,444 Days - 1.27cph!
Updated distance LOD to include the rear cam and screen. Removed a couple of unused scripts from the MLRS.
MLRA dashboard rear camera
Camper BBQ lighting improvements
Improved system for destroying MLRS rockets by static SAM. Sam now always auto-destroys them if they get too close.
Other changes:
- SAM sites (deployed or static) now actually do the realmed remove for client/server. Looks like it was forgotten.
- ServerProjectiles now ignore trigger colliders in their GamePhysics.Trace calls. Need to keep an eye on this one.
Supply drop visibility mods & related files.
Siren spinner animator supports red siren lights too
fixed not being able to chain missions in the conversation
Let static SAM rockets actually destroy MLRs rockets
FX scene backup & airdrop related files.
Desert dwellings progress backup
Removed a camper debugging convar
Adjusted camper storage collider, it was causing clipping issues with some seats and preventing mounting when the camper module was almost full
Adjust seat view angles so storage box is more accessible from all seats
Lowered angle range for accessing sleeping bag controls, now need to be facing straight ahead and down
Modular car lights will now stay on if the driver switches seats (will turn off when a player dismounts if there are no other players in the car)
Fix fluid connections to tanker module not disconnecting properly
Fixed locks on garage doors disappearing
Fixed player selection issue in admin UI
Fixed dropped signs with data merging with signs with no data
lumberjack harvest mission
Military tunnels NPCs no longer respawn while players are inside tunnels
Military tunnels elite crates respawn inline with AI (no more looting elite crates with no AI spawned)
Tweaked AI spawn locations
Desert dwellings progress backup
Added profiling for PuzzleReset script
Move clear bed priority so it appears in the entity menu (hold E) instead of being the default option
Fix tooltip NRE in vending machine admin UI
Bradley will now fire at players in modular cars even if the colliders on the modular car make the player not visible
Fixes cases where Bradley wasn't attacking players in camper van module, also fixes issue where Bradley wouldn't fire through glass windows on modular cars until they were shattered
Added a nav mesh carver component to car chassis to prevent animals walking through them
Added on base chassis and modified bounds on 2/3/4 module prefabs
Added World.LoadedFromSave boolean (can be checked in BaseEntity.Spawn and BaseEntity.Load to see if the current session was loaded from a save)
mission providers address the player properly when they have completed a mission
conversation adjustments
Do not show mission location at 0,0,0 when no location is specified
remove error log
mission points drop to ground