115,225 Commits over 3,959 Days - 1.21cph!
Merge from voiceprops/dlc (achievements)
Compile fix
Another attempt fixing looping gestures not ending
Prevent all view direction change while incapacitated
Calling inure or injure_player console command when in crawling state now progresses to incapacitated state
Merge from voiceprops/dlc/achievements
Merge from voiceprops/dlc
Adjust first-person crawling eye position
Fixed not being able to repair deployed boom boxes while they are playing
Reduce crawling player model collider depth from 0.75 to 0.2 to stop them being able to push other players
Cancel gesture via an RPC and not a signal
Better behaviour for held boom box and recorder tool when holding player sleeps
Remove a server side debug key accidentally left in
Make it easier to push flip a rowboat over. It was really difficult for one person on flat ground.
Be more lenient with seat clipping checks, now finishing the check right at eye level. Fixes player hitting their head on the damaged floor above when riding a horse at Water Treatment
Add rifle ammo to my loadout
Removed the diesAtZeroHealth bool that I added some time ago for vehicle modules. Use a system similat to BasePlayer instead, just overriding the Die() method to not die.
Everything that was currently using diesAtZeroHealth = false:
- BaseVehicleModule now uses a blank Die() method instead.
- computerstation.static, ReclaimBackpack, ReclaimTerminal, StaticRespawnZoneBandit, StaticRespawnZoneCompound, microphonestandio, and elevatorioentity were immortal so wouldn't take damage already.
- StorageMonitor.deployed has been changed from DeployableGeneric protection to Immortal.
Now that wounding is single-stage again, Die() no longer needs the canBecomeWounded bool. Remove it.
Cherry pick everything (rip branch explorer)
Fixed not being able to place items in dropbox
updated crawl anims
updated player animator - changed anims and speed values in crawling blendtree
default cassette music loops
mixer dsp tweaks
more dead air between remote phone rings
Fixed assertion with texture lerping in post effects
added some requested cubes for map makers /modding/cubes
Gave the player a smaller collider when on a horse that better fits their actual size when on the horse. Hopefully fixes my newer more zealous clipping checks from booting players off when it shouldn't
Fixed regression bug, clothing with move speed modifiers no longer affecting movement speed in water or on ladders
Tweaked bunker entrances volumes due to AH issues
Merge from voiceprops/dlc
Get rid of "assigned but never used" warning on CLIENT
Fixed cargo ship often having no valid dismount point for the ship's microphone while it was moving. Keep the player parented to the ship while mounted, letting dismount attempts happen in local ship space.
Subtract
62752, will potentially cause issues at high client latency.
Default to rust radio on new boom boxes (held and deployed)
Force accept the first dismount point on the cargo ship pa
Fixed connected speakers not working with internet radio (regression from yesterday)
Fixed mobile phones sometimes appearing in the directory twice
Can now set mobile phone to silent
Consolidated some interaction checks
Don't allow interacting with other entities while using the mobile phone
Can no longer open map, use chat or gesture while using a mobile phone (these didn't really work anyway)
Wounded system changes:
- The player is only incapacitated when looted, falling, or in deep water
- Crawling: The player goes straight to dead state and ragdoll when 0 HP, no more going into incapacitated.