branchrust_reboot/main/qol_dec_22cancel
22 Commits over 30 Days - 0.03cph!
Fixed corpse backpacks not using item based despawning
Allow cloning of food (corn, pumpkins, potatos) at a slightly earlier stage
Change "Lower to bottom floor" to "Top Floor" / "Bottom Floor" & make it the default option for elevators
Dropped item containers (not corpse backpacks) will always take 2 hours to despawn regardless of contents
Added "itemdespawn_container_scale" convar which defaults to 2
Don't spawn fireballs when minicopter / scrap heli dies to decay
Fixed search for auto turret authorize reseting after each player is clicked
Also show "you died first" if you are wounded
Use a new "InUse" flag for the "any mounted?" check on vehicles, since the Busy flag I was using in
77518 blocks interaction. I could override that behaviour for vehicles, but better to keep the standard behaviour I think.
Grammar adjustment to chat message: "Turned central locking..."instead of "Turn central locking..."
Unsaved change from prev commit
Refactored UpdateMountFlags method, and don't set Flag_AnyMounted on BaseMountable if it's a BaseVehicle.
Driver can now steer a modular car when engine is off. Allows for one person pushing, one steering.
Code changes: Clients can now get info on whether anyone is mounted to a vehicle. The client vehicle tick now runs when anyone is mounted, not just when on or moving.
Restored Petur's caboose minilights. Issues with CullingVolume cured.
Removed the 'bugreporter' key bind from the key bind options menu - it's unused anywhere in the project. Note this is NOT the F7 report key, which is functional but cannot be rebound.
Don't bother checking keycode FX if the whole object is disabled
Hooked up destroyable vehicle lock FX. Refactored the code lock visual script. Moved LODComponent to just before the standard time in execution order, so that other scripts can cancel out the effects of PlayOnShow in their own OnEnable methods if necessary.
Lock destroyable effect for modular car keycode locks (not hooked up yet)
Moved MLRS UI out a little - hopefully fix z fighting