250,896 Commits over 3,959 Days - 2.64cph!
Set use physical keys back to off, was possibly enabled as part of the 2022 upgrade
Functional motorbike kickstand, some refactoring
Crossbow & legacy bow fire arrow visual upgrades.
Compound bow 3rd/1st fire arrow updates.
Comment out PingEstimator spam
Fire arrow projectile visual revamp
Trimmed the trail renderer from it for performance, since it's covered by smoke trail anyway
Arrow now illuminates a little bit around it mid-flight.
Isolate EffectParent changes to the flamethrowers via a new separatedEffect field, should only be used if animators are causing interference
Fixed flamethrower vms getting strangely offset particle effect spawn positions
Not entirely sure how but they seemed to be getting affected by the parent animator in a negative way, so they now live in a separate hierarchy and I've updated the EffectParent script to handle this situation
Tracking down a very weird NRE that we can't reproduce. Modified SpawnScientist in CH47HelicopterAIController
Fixed water bucket VM fluid sim not working with viewmodel camera
Also did some general cleanup of the fluid sim script
Fixed sleeping bags preventing door controller deployment
Reworked fire arrows on hunting bow viewmodel
Recache viewmodel renderers on molotov
Merge from main (needed for S2P)
Remove kinematic rigidbody from client side cotnainer pickup crane, seems to fix strange mobility issues on stair ramps
Also cleaned up the prefab a bit to clear out a bunch of unused transforms on the server
Will need a S2P on both harbors once merged to main
Automatically spawn players at random points on the map every half second (and then kill them)
Make sure we run interpolation on the new loop, this is being rewritten atm so I don't wanna touch it
Optimize GameObject.Network, we do not need to constantly find the network root, it should only be set on network spawns and parent changes
separated kickstand from the main rig to allow for the sidecar connections
Fix triangle foundations not lining up after building outwards due to side sockets being 0.01m offset
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Remove more PingEstimator spam
Automatically kill players 20 seconds after spawn, unless they're the local client player
Fixed all hunting bow arrowheads so they don't render on the middle of the arrow shaft in 3rd person.
Reworked the fire arrow flames so that it doesn't bug out and stretch on vehicles.
Also added a tiny light source to it and made it look and perform better.
Merge NudityNREFix -> TrackDownRagdollStalls
Cherry pick
96364 as there were other changes on that branch that aren't ready for main
Ensure can't use different RPC attributes together, doesn't make sense
Fixed errors when using server-side corpses and pixellated censoring in editor, or changing cencoring mode in editor with server-side corpses present
Fixed the timer box staying active when a mission doesn't have a timer
Fix Socket_Specific_Female not getting parented to the target entity if parentToBone is false, fixes storage adaptors not getting parented properly and preventing industrial setups from working
Add some more documentation to the other RPC attributes
lb_indexed_pointlight_shadows. By default for now, don't cast shadows to indexed point lights if the cvar is set, rarely worth anything useful
added candle and flame to jackolanterns, re-rendered carvable pumpkin icon as previous one clipped
Fixed EffectParentToWeaponBone leaving orphaned particle effects in the world after the player changes weapon
Implement MethodArguments attribute, use it for UnicastAttribute ensure that first parameter is Connection
Fix NRE in BaseViewModel.HideSightMeshes()
legacy crate model, lods and gibs
materials and textures
Fix TC showing "Clear Authoirzed List" when no players are authed on TC
Fix client compile errors
added gibs for hunting trophy large, small and fishing
Add ability to auth friends on TC (similar to turrets)
- rename `AddSelfAuthorize()` -> `AddAuthorize()`
- both "auth self" and "auth other" use same RPC
- must assign "PickAFriend" dialog to tool cupboard entity for it to appear as an option in the radial menu
- enabled on both TC & retro TC skin
Fix file move on vpc for shadowmap_texturebarrier_renderer.h
Fuck off with subrect clearing on shadowcache, we do it much simpler on draw now which is guaranteed to be clean, our goal is to go bindless too so it doesnt even apply
Pass per view lighting constants to shadow, transition barriers to fog
packaged food finished textures
narrow track pieces, fixing various issues with normals and face directions