135,764 Commits over 4,444 Days - 1.27cph!
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.
merge from
66430 - Fix for case where inserting a loaded weapon into an auto turret would sometimes lose the ammo already loaded into it
Added the ability to downsample ocean spectra.
Merge generic_large -> Main. "Re-add generic_large loot panel with 42 slots (for modders)"
Re-add generic_large loot panel with 42 slots (for modders)
Fix BaseMountable PlayerIsMounted checking _mounted instead of player.GetMounted()
Fix for modded servers that have modified the maximum stack size, where players then load >12 rockets into an MLRS, and the MLRS tries to shoot rockets that it doesn't have tubes for, causing IndexOutOfRangeException in FireNextRocket.
Split up FFT job into steps
First pass on physics setup
merge from Desert_Military_bases
Fix PatrolHelicopter removing its VehicleWorld collider on the server instead of on the client. Fixes it not taking any damage from server-side rockets.
Set aiming module slot max stack size to 1
Fix bugs with MLRS rocket inventory:
- Fix ammo stack item occasionally being used with amount == 0 (would end up leaving one rocket unfired)
- CanFire now also checks IsBroken
update MLRS broken down cabin sounds to match new effects
MLRS: Don't allow fixcars while rockets are firing
Merge RetroSnowmobile -> snowmobile
Refactoring a bit for physics
Changed default entity penetration resistance to 100 (only applies to non-BaseCombatEntity-entities and BaseCombatEntitiy-entities without protection properties set)
added keylock world model
new w_ prefab within the existing file structure