134,291 Commits over 4,444 Days - 1.26cph!
Mountain splat experiments
Additional terrain tools
Fixed ore node sparkles occasionally appearing in the air away from the node
Reduce MLRS functions when aiming module isn't inserted
Don't allow the MLRS to cheat and calculate super low rocket velocities to target below minimum range
Removed isLoadingSave check from EntityFuelSystem
Change hurt trigger on deployable elevator lift to a Crush Trigger to prevent damaging players standing on elevator lift (same setup as static elevator lift)
Cherrypick
65550 (don't show too close to monument error if not actually close to a monument)
Fixed remaining mesh seam issues. Fixed some shoreline effects.
Stop player inventory opening up for a frame in demos when a player loots another player
`fixcars` now works on MLRS; fills aiming module and rockets.
Merge CoseRangeTest -> DMb
Move GetAimToTarget, make it available on the client
MLRS now supports firing rockets are variable velocity in order to hit targets at any distance. MLRS now allows setting min and max range directly instead of basing it on rocket velocity and firing angle range alone.
Refactored network data to better support the new system. Also reduced total data sent: One Vector3 now sets the MLRS' horizontal rotation, vertical rotation, and projectile speed on the client.
WIP experimentation with slower rockets for close range targets
Verify that we're in a monument prevent building volume before printing the closest monument name in the error (fall back to the old error in this case)
Reduce max MLRS angle to 60 degrees to work with the final model. This creates a large untargetable area around the MLRS - will deal with that next.
Possible IconSkinPicker.OnSearchFilterChanged NRE fix
cherrypicking
65378 - Possible fix for NVG over saturation at night
Testing calculations for physics.
Allow hot air balloon override cargoship parenting
attacking sharks no longer flags the player as hostile
Merge ArrowCamperFix -> Main
Update BBQ CamperModule too
Totally delete the storage on modular_car_camper_storage just to be sure (it was already disabled)
Moved five Deployed-layer colliders on the camper to Vehicle Detailed
Fixed bottom of the screen sleeping bag button not correctly unlocking after the cooldown elapses (the map icon was unaffected)
Increase scroll speed of player list in admin UI
Don't show player info with placeholder data if allowAdminUI is false
Commit the LootPanel NRE fix in Desert_Military_bases instead
merge from ModuleCarDoubleUps
Camper module storage items now drop in the world when the module is destroyed (locker, storage box and bbq)
merge from mission_hotfixes
merge from Desert_Military_bases
bump up military bases to high priority
Dirt mounds LODs, eliminated holes between lod stages
Camo fabric awnings wind material setup and vertex alpha control
Other small fixes
Add mass from a new module before TrySyncModuleInventory, in case the sync fails and the module is removed, which always removes its mass.
- Increased MAX_RENDERERS_PER_LOD from 135 to 255. Can cause an NRE if we go over the limit.
- Refactored module entity adding to some extent. The inventory is now more thorough in checking for mismatches between an entity and its associated item. Multiple entities in the same slot will have all but one rejected and destroyed. Code and comments also make more sense for the more recent system where the ModuleContainer items aren't ever saved.
Auto focus text box in assign to friend UI (bags and turrets)
Focuses text box after all keys are released so it doesn't spam the text box with the interact key
Add global.allowAdminUI replicated convar to disable access to the admin UI (not exposed in the admin UI, will need to use the console)
Moved the camper prefab position to zero