252,178 Commits over 3,990 Days - 2.63cph!
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-First iteration of danger zones added (nogo zones). If heli is damaged quick enough in a specific area it will avoid it
-Added console commands to test all heli states
-Added flee state - cant get aggro when in this state
-Ensured flee state runs if heli is within a newly added no go zone
minigun crafting
fix capacity
Fixed oilrig environment volume collision meshes not having read/write flag set
minigun loot setup
recoil setup, movement speed setup
Restoring old version of BiomeVisuals
More tweaks on the industrial combiner colliders
Crane LODs and colliders
Adjusted all crane prefabs
Decreased the minimum normal Y angle for socket free to enable aim blending (to include slopes and roofs)
Fixed laser detector snapping and deployment issues
Now deployable on any surface angle
Tweaked the handles position to make it easier to wire
Fixed industrial combiner snapping and deployment issues
Merged main into io_entity_snapping/2
fixed weird viewmodel animations causing minigun to appear too high
Removing StartAssetEditing and StopAssetEditing from GameManifest and PrefabPrepare since it breaks repeat GetLabels / SetLabels calls (makes things slower though)
Orbital strafe chance set to 60%
Make time to fire in orbits slightly longer
Make orbital rocket clip more wighted to having more rockets
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Removing "Update Game Manifest (Fast)" - use "Update Game Manifest" instead, which isn't all that slow anymore
Brightened door glass up just a tad.
Killed the duplicate screenmaterial that was no longer used.
Fixed parts of the screen sorting poorly/disappearing when crouching
Fixed clipping on one part of the glitch animation.
Port controller from industrial platformer
Prevent being aggro'd mid strafe - this needs fixed
Removed bunch of debug logs
Remove bunch of debug draws
Reduced turn speed when swapping to orbit strafe
merge from electricity_power_fixes/randswitch
Fixed bug that would pull heli out of move state if there were no targets - moved that code to orbit code only.
Added AtRotation check. Ensures heli has finished rotating before moving into strafe attack
merge from electricity_power_fixes/2
merge from Dragon_Rocket_Launcher_typos
merge from smallsign_stacking_fix
merge from workbench2_spraycan_oversized_collider
merge from Microphone_Stand_desc
merge from underwater_weaponracks
merge from CNY_Spear_typo
merge from electricty_power_fixes/ceilingligh
Fixed workbench tier 2 oversized spraycan prop collider preventing shooting through open gap
Fixed stacking small sign exploit for reals this time
Refactored init strafe and aggro code
Fixed bug causing multiple changes of strafe drop out distance per tick
Refactored starting strafe code
Ensured time since damaged threshold was appropriate for each damage type
Fixed microphone stand typo +reload -> +attack2
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weapon racks can no longer be deployed underwater