124,176 Commits over 4,171 Days - 1.24cph!
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- Setup third person attack anims
- Add attack_damaging parameter and new state to PlayerAnimation controller
- Fixed issue with chainsaw third person deploy sound playing on loop
- Fix hit particles playing early
merge from naval_update/deep_sea
merge from cargopath_map_smooth2
Smooth the cargo path shown on the map so it doesnt look too jagged (clean branch, plastic selected all my hidden changes by default 🫠)
Smooth the cargo path shown on the map so it doesnt look too jagged
Rotatable paintings and signs, during deployment and keybinds in painting menu
Set a purchase limit for general tab items so multiple cannot be purchased
merge from cargo_oilrig_path_fix
merge from modding_can_throw -> main
Allow melee weapons to network if they can be thrown
- fields `canThrowAsProjectile` and `onlyThrowAsProjectile`
Add `setthrowable` command to test that it works
0 = not throwable
1 = throwable
2 = only throwable
Cargo can't hit oil rig when exiting the map
Cherrypicked cargoship.egress command from deep sea branch
merge from fix_sam_site_reload -> main
merge from hackweek_crosshair_customization
Fix crosshair not getting initialized correctly with the settings
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Cargoship path no longer goes around oil rigs
Fix sam sites not reloading after a period of inactivity
- fixes SAM sites shooting <6 rockets before pausing to reload when an MLRS strike happens (or air vehicle but that's not as much of an issue)
- will automatically reload after 45s of no target (convar `autoreloaddelay`)
- rename Reload() -> LoadAmmo() because the reload code wasn't actually loading ammo
Update tooltip phrases, rename static 2 to semi-static
Fix some options not getting darker on hover
Allow spacing to bet set closer to 0 for more customization freedom, like making small crosses
Set opacity to 1 instead of 0.8 when dynamic
merge from modding_drone_tax -> main
fix rain button not displaying particles, added parameter to set initial rotation when loading objects into scene
Add `ent dronetax {Amount or Item Name}` to manually change drone tax for testing
merge from modding_drone_tax -> main
Reapply proto changes
Only send delivery fee in network data, don't save to disk
Make preview crosshair size more similar to the real crosshair, it was very slightly off before
Fixed warmup method not waiting before calling PostWarmupPage
Fix settings preview crosshair staying visible when switching away from the settings tab, also stop it from updating when it doesn't have to
merge from modding_max_hp -> main
- fix ent commands sometimes showing "no command found"
- modified setmaxhealth command to work with new maxHealthOverride
- clamp maxHP after overriding it
- fix compile errors
Code review:
- Use ForceMode.VelocityChange
- Scale by bike performance fraction
- Max 10 bunnyhop multiplier force
- Recalibrated bunnyhop force values during testing
- Cleanup of old and new input state checks
merge from main -> modding_max_hp
Add `maxHealthOverride` to BaseCombatEntity so any entity can have their max HP overridden
- setting it to anything >0 will cause MaxHP to be overridden on both server & client
- check for maxHealthOverride in every MaxHealth() override
- works for all entities (except nodes because they don't show their HP to client)
Add `ent maxhp` command to allow setting max HP to a non-default value
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Halloween Wallpaper - Final textures, WIP Icon placeholder
Missed commiting .proto file for `fix_turret_interference_order` branch (filtered to .cs files)
Boat building station triggers setup.
Cleanup.
merge from fix_turret_interference_order -> main