135,739 Commits over 4,444 Days - 1.27cph!
Added admin command entity.downloadsign which downloads the sign the player is currently looking at to a folder into the game folder with a given filename.
Same usage restrictions apply as client.
Downloads all frames of neon signs and appends them as 1,2,3, etc
MLRS UI overhaul: The hard part. WIP getting the map to scale correctly to exactly fit the MLRS' total range indicator circle on-screen.
Updated red, green, blue, yellow and white berries descriptions to mention their use in mixing table recipes
Merge from general_qol/november
MLRS UI overhaul:
- Initial work on actually making the new map work correctly. Position the target and true aim circles correctly. Allow placing the target with mouse (or with WASD).
- Fixed close button no longer working.
MLRS UI overhaul: True and targeted aim circles, setting active map view
MLRS UI overhaul: Added "click to aim" info for the fullscreen dialog
MLRS UI overhaul: Map central circle, new textures for it
MLRS UI overhaul: Set up texture layers: Map mask, map mask fade, map outer circle, scanlines
MLRS UI overhaul: Map UI WIP
MLRS UI overhaul: Map view mask and edge fade
MLRS UI overhaul: Full-screen UI now looks correct at any aspect ratio.
MLRS UI overhaul: General WIP
MLRS UI overhaul: Map view early WIP
MLRS UI overhaul: Ready status UI
MLRS UI overhaul: Fixed velocity bar now showing the amount correctly
MLRS UI overhaul: Projectile velocity UI added
MLRS UI overhaul: Initial work on active mode. Fullscreen mode works.
MLRS UI overhaul: Missile ammo display added and functional. Updating old UI scripts.
MLRS UI overhaul part 1: "Missing aiming module" screen
Added VisualiseTrigger script, using it on SAM_Static
Improved system for calculating MLRS projectile inaccuracy. Fixes angle calculation errors.
Fixed various bits and pieces with MLRS rockets
Used the trick that SAM rockets use, on the MLRS rockets: Put them on a Debris layer, so that they'll never detect each other as hits. I wondered why the SAM rockets did this One Weird Trick until I hit the same issue.
Removed the temporary camper car that was used for testing last month (3module_camper_temp).
Repositioned the zero point on the MLRS rocket model
Removed the standard 1m launch offset for MLRS rockets
Bigger delay between MLRS stops. Stops the rockets from sometimes hitting other rockets as they launch.
Using the low firing angles on the MLRS always causes trouble. Stick to the high angles (>=45°)
ProjectileDistToVel now uses a more complex formula that takes the vertical distance to the target into account. Fixed negative angles calculated for targets below us.
Rear camera baseline look profile
Fixed the MLRS rear cam being upside-down
Cherrypicked shader mods from Bill
Adjust MLRS min/max range
Improved MLRS projectile aim calculation and aim angle selection
Take internal items button now works for camper (only shows one camper inventory at a time, clicking the take items button switches it to the next inventory after removing the items)
Calculate the approximate prevent building radius of each monument on the client before it's children get detached
Use this to determine whether to show the "Cannot build this close to x" error
Extensive cleanup of now deprecated splat channels
Mountain splat experiments
Additional terrain tools
Fixed ore node sparkles occasionally appearing in the air away from the node