250,571 Commits over 3,959 Days - 2.64cph!
Fixed pedal bike being invisible since the LOD model update. Just assigned LOD0 for now, keeping the rest the same
Use drastically less fuel/sec on human-powered bikes. Let's not starve to death from a two minute bike ride
Working human fuel functionality for the pedal bikes. Takes from the driver's food and water instead of low grade fuel in a tank
Send the cargo ship patrol path to the player, render it on the map
Blur method solution test
New human-powered fuel class + more refactoring
Updated wire materials, fixed the weird reflection on directional materials
Refactored colored IO lines prefab spawning
Better fix, roll the ladder root into the same entity flag toggle as the netting as we want to show them together
S2P harbor_1
Refactored fuel system to be passing into VehicleEngineController via an interface, so that we can do fuel powered or something-else powered vehicles (e.g. pedal bikes will be human powered)
Move the ladder on the rotating crane into a new root and toggle it via an entity flag toggle so it's only visible on the crane on the shore side
Add BaseInteractable, moved some common stuff into there. Added WeaponPartInteractable, in preparation for being able to interact with the MP5's charging handle
M4A1 magazine seperated
includes empty and full version as bodygroups
Updated importer to handle different atlassing modes
Added shadow pass
Better shader defaults
Fixed gloss/rough issue
Removed world model mags, we're not doing it like this
MP5 magazine seperated
bodygroups of a full and empty version
Recycler now also RNGs out remainder of resources when crafting recipe has >1 of an item rather than rounding up
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MP5 separate magazine models
Fixed MLRS screen map stencil sometimes clipping into the players legs.
Delete GameManager (has been replaced by Game for ages now)
merge from favorites_fixes_2
merge from electricity_power_fixes/2/doorcontroller fixes
merge from fix_highwall_guide_clipping_movement
merge from /helk_qol_01/barricade_snapping
fixed barricade starting rot
Can attach while already attached (detaches old attached object)
Add very basic recoil to weapons
inital pass on barricade snapping
Path invalid errors patched
Barricade always deploys horizontal rather than aligning to terrain
Fixed barricade jump shot
Relaxed Barricade deployment
Removed some code that was shit, when attaching something, raise attach dot threshold
Toast instead of chat message when attempting to pair a door you aren't authed on
unhinged changes not going to main
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Cleanup, documented all classes and properties
Can dry fire a weapon, detach mag with B button of held hand
Weapons are a bit more weighty
Merged wire-culling into wiretool_fixes2
Fixed colored wires reverted to default color when clearing one of their segments
Cleaned up and refactored wiretool color pie menu