107,971 Commits over 3,867 Days - 1.16cph!
Water level can now be set instantly (ignoring the lerp). Set the correct water level instantly when deploying water guns.
Let the car chassis push and hurt triggers stay always on, since there are various situations where players may end up inside a vehicle - not all of them a case where the vehicle is on or even moving (e.g. Spawning as a sleeper underneath one after loading a save).
Fix potential issues with TriggerHurtNotChild detection. Better handling mounted or parented players with modular cars.
Modular car code review changes complete. Merging to Main.
Code review: Move my OriginIntersect trigger mode into TriggerParentEnclosed, where more of the required functionality was already present. Update the flatbeds.
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Add a way to cycle through bind commands instead of always running all (prefix the command list with a ~)
Big fix: Categorically prevent players on flatbeds being hurt by car hurt triggers. This tended to happen due to server/client differences when standing near the back of a flatbed while the car reversed.
merge from /hapis_airwolf_and_cars (Hapis will need to be wiped to test these changes)
Updates loot spawns
Added Engine T1 loot spawns to roadside monuments
Added vehicle vendors to compound
Safe zone and nobuild larger at compound
Added Airwolf to compound rooftops (temp)
Moved roadside decor further away from roads
Fixed layer issue on pumpjack road
Better road joins (smoother transition)
Bunch of other smaller fixes due to disconnected prefabs (loads of work still to be done here)
Code review: Use CheckOBB in TriggerParent
Innertube effect positional orienation & fixes
Watercraft strokes and kicks
Fix scope overlay changing size with uiscale
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Switch PlayerOpenLoot to use translated toasts instead of English-only chat messages
Adding stuff to show toasts with gametip's UI
Fix typo (banit -> bandit)
Fix the notes UI only working with Latin characters (it'll fallback to another font which does support those characters)
Apply wetness before damage, instead of after.
Add event to watergun refill anim so that refilling starts when the gun is lowered.
Removed some debug spam.
fix pistol/gun warning spam
hooked up water gun entity effect
Hooked up water gun pump anim
lower sound priority a bit when gain has been modulated down
lower priority for sounds that are fading out
slight tweak to how AudioSource loop/playOnAwake are handled when starting/stopping looping sounds
vehicle sound priority tweaks
Optimized pine tree saplings
Added coliders
Lowered LOD distances
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watergun holdtype anims
override controller updates
re-named/exported watergun world models with clean values
updated .entity with correct model, re-linked fx
phrases, adjusted minicopter/transporthelicopter costs
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water gun effect distance tweak.
hooked up water effect on water pistol to show correct volume of water remaining.
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Added beach chair player pose, updated deployed prefab mount position & pose used
Added EnvironmentVolumeBuilding and EnvironmentVolumeUnderground prefab volumes on request for modders / map makers
fixed searchlight emission
fixed water pistol material I just broke
Rescaled altered waterpistol texture
Minor tweaks to liquid shader and mats, added backface of tape to watergun
Fixed negative scaling roadsign warnings at compound and bandit camp
Merge from building_blocks_2020
Better audio bundle (fixes a random build server issue that required SoundPlayer / SoundDefinition assets to have explicit bundle assignments)