198,659 Commits over 4,140 Days - 2.00cph!
bandit guards now used a merged wearable to help with bandit town performance, fixed bandit guards not equipping weapons
Bandit Guard skinning fix
Water pistol liquid material setup
Do not deduplicate messages smaller than 10 characters
Try _stat64 if we get EOVERFLOW in bootil
Try _stat64 if we get EOVERFLOW in bootil
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Merged bandit clothing items into single Bandit Guard suit
waterpistol vm mesh re-exports
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can no longer draw weapons in safe zones, players who are not hostile take no damage in safe zones (anti roof campers) sleepers are automatically killed after 20 minutes inside a safe zone instead of needing an NPC to find them
added many more recyclers to compound, hostile timer is smaller when the menu is not open, fixed conversationUI blocking interactions with map/tossing items
Get rid of dropprimary console command
re-exported water pistol vm base and added static body mesh to prefab
Watercraft destruction FX
Naming consistency fix
Fix UICompass using the wrong material after toggling active
Remove ForceUpdateTriggers in client side mount/dismount
Mounted state isn't saved to a save file, so players can get stuck in vehicles on load, in their mounted position but not mounted. Quick fix: Ignore the vehicle layer in sleeper physics, so players fall through the vehicle instead of getting stuck in it.
Removed non shader billboarding and rotation support.
Merge race_condition_fix -> Main. Fixes "empty chassis with FX playing" bug.
rescaled sunglasses to correct scale
some cleanup, add effect to water pistol
Explicitly assigning bundles on repair_full_metal and repair_metal (as a test)
Consolidated SimpleFlare and CoverageQueryFlare. Deleted unused Ore flare prefab.
added SafeZoneSphere prefab for map creator
Fix for car leaving player network getting "stuck" - the "empty chassis with FX playing" bug
Updated vehicle parts vendor
bandit town S2P
Adding some temporary error detection to try and catch a wild NRE
Sell order balance
Removed T2 engine parts vendor from compound
Compound S2P
merge from monuments_vendors
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Switch the ForceUpdateTriggers secondary invoke to InvokeFixedTime per André's suggestion. Speculative fix for "player continuously receives hurt damage" bug.
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Reapply physics sync changes
Increase prepool amount to 100
Merge from prefabattribute
Remove a null check in DestroyGib that doesn't seem to be needed anymore
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Taking a guess at fixing VehicleEditingPanel NRE