115,508 Commits over 3,959 Days - 1.22cph!
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)
an extremely rushed and rough attempt to bring Hapis up to date with Airwolf and vehicles, if anyone asks I did not do this
separate world model for sunglasses so pivot is centred
rescaled beach_chair, collision and gibs so they aren't so long and wide
Reduced engine components crafting costs
Reduced T2 and T3 engine comp vendor costs
Fixed wooden external gate barbwire not damaging the player (layer issue)
New convars for saving and loading a set of gear onto players for cinematics:
"inventory.saveLoadout" saves the currently equipped belt and wear inventories into a file
"inventory.deployLoadout" applies a saved loadout onto the given player
"inventory.deployLoadoutInRange" applies a saved loadout onto all players in a radius
One more change to repel trigger
Fix more settings on RepelTrigger
Fix repel trigger IgnoreMounted setting
Add entity validity check to TriggerMount