134,244 Commits over 4,444 Days - 1.26cph!
Fixed nametag of player being spectated appearing when the spectated player looks down
Possible OnViewModeChanged NRE fix
Fix client compile for range limit checks
Fixed player model appearing distorted when switching to debug cam while first person spectating
Separate the MLRS rocket explosion and ground effect FX and fire them separately. Ground effect now plays at the hit point rather than directly below the main explosion.
Fixed camera position lerping when first person spectating a player in a vehicle (still some rotation lerping happening, but not as bad)
SAR world model backface fix
No-aim areas in the MLRS UI (safe zones etc) now all have their diagonal filler lines at the same scale
Fallback fonts for the MLRS font. Handle all languages
Extended character set for MLRS UI
Fix MLRS rocket backfire FX flashing on when entering LOD range
Take fuse time into account when showing rocket max distance (for instance HV rockets could fly 3,200m with an unlimited fuse, but actually explode after a maximum of 400m (10-second fuse))
Don't show max distance for MLRS rockets or torpedoes
Improved handling of disconnected/sleeping players
Move max range calculation to ServerProjectile. A couple of changes
Improved fishing rod vm while first person spectating
ExplosiveInformationPanel now calculates the true Max Distance to show the user, instead of a semi-fabricated one
Fixed instrument vm's when first person spectating
Update TryFireProjectile comment now that I've tracked down the cause
Fixed boom box and cassette recorder vm errors when first person spectating
Attach dashboardStorageInstance to dashboardStoragePoint, not rocketStoragePoint
Revert IPreventSticking interface for sticking stuff to the MLRS (satchel charges etc). Will see if we can do this with the existing bones system.
Optimizations. Mesh transformation is now jobified. Fixed some command buffer usage bugs.
Temporarily converted all arctic biome into tundra until the bug is fixed, so that splatting can continue.
Subtracted a couple of shader file changes because of bug.
Skull rock skin can now be recycled (5 stone, same as the rock)
Some formatting, comments
Allow all water vehicles to transfer to different servers through the ocean
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MLRS UI radius fix. Raycast spacing edit.
Fixed exceptions when exiting a demo while in first person
Increase raycast count on the downward arc of the MLRS hit calculation. Makes for more accurate alignment between the player-placed target hit point and the actual hit point.
Merge Main -> MLRSUpdates
Skull rock skin worldmodel LOD closer matches rock worldmodel
Fixed MLRS realigning bool not handling negative values on the server
Fixed missing sfx on skull rock skin viewmodel
Increase MLRS map base zoom from 0.33 (repeating of course) to 0.45
Shrink the MLRS UI visual target by half the rocket damage radius to give a good indication of actual damage area (in reality it shrinks by the whole rocket damage radius, but the rockets themselves damage in a radius which can reach outside that area)
MLRS rockets cluster less towards the centre of the potential hit area
Increase MLRS target area radius from 25m to 35m. Given rocket explosion radius of 15, this give an actual possible-hit-point increase from 10m to 20m.
Give the card table pot storage a working loot panel reference as well, though it shouldn't matter as this storage is never accessed by players.
Fixed ridable horse corpses not being lootable.