134,315 Commits over 4,444 Days - 1.26cph!
Fixed edge case blocking way too large of an area for other player missions when a player accepts a mission
Allow for variable launch offset positions
Unified the torpedo and MLRS rocket firing code into a reusable static method. MLRS now actually uses up the rocket ammo when firing.
Warn in the UI when there's no ammo. Removed cooldown time. Some other work.
Don't lazy lerp player model rotation when sleeping or crawling
Fixes weird looking rotation when players are sleeping or crawling while parented to something moving
Dashboard model for the aiming module. Aiming module is consumed (broken) when MLRS fires.
Show ammo count in the client UI
New functional UI for when no aiming module is inserted
Fixed MLRS sending data constantly due to floating point precision issue
BaseVehicle seat clipping trick now ignores trigger colliders
1 hour timelimit for vodka/tackle missions
wider radius for oilhunt mission
block mission points to prevent multiple missions using the same position
mission panel NRE fix
lowered max vodka range
fix stables NPC clipping into ground
reduced max distance for tackle mission
NRE fixes, precache worldpositiongenerator results
Subtracting
65396 since it didn't do shit
fix needing to dive to complete oilhunt
worldpositiongenerator now can generate positions on the surface of the water
Fixed IndexOutOfRangeException edge case (untested, for helk)
More terrain healing around junkyard swap
Fixed normals and added a debugging method. Added sub surface scattering.
Fixed WorldPositionGenerator NRE (introduced with the partial rewrite)
Possible fix for NVG over saturation at night based on temperature
Disable Colour Grading on hot and cold post stacks if the NVG is active (all other effects are unchanged)
Added a Prevent Instantiation toggle on the overlay managers to prevent this fix (as it would make editing the post stacks while the game was playing in the editor impossible)
Add missing material meta file
Networking MLRS storage info
If a player is set to be mounted to a mountable that doesn't exist on the client yet, ignore the new mountable so it gets properly processed once the mountable has been loaded
Only applied fix on local player client as that's the only place where this issue was causing problems (camper van interaction after respawning)
Merge Desert_Military_bases -> MLRS
Out with the old junkyard.
In with the new.
Simplify the parenting check in TrainEngine as well. Not due to a code change, I simply didn't know the BasePlayer had network-synced parenting state info at the time