126,678 Commits over 4,109 Days - 1.28cph!
Revert to old method of receiving headshot sfx
Merge from cinematic_tools
Saved camera debug positions are now in the /camsaves directory rather than the root of the project/build
Fixed water purifiers not correctly clamping the input amount
Fixes incorrect conversion values when feeding in water to a purifier
Powered Water purifier now decays outside of building privilege 8/8
Electrical heater 75 scrap to research
Powered Water Purifier 75 scrap to research
Fixed issue with non skinned mesh wearables not getting added to LODGroup properly. Also optimized LODGroup rebuilding a bit.
[D11] Disable debugcamera controls when dev tools is open
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[D11] Disabling asset stripping in release server builds.
[D11] Stop Main Menu music when starting demo playback
[D11] Updated Trees - Complete Set
[D11] Fixed textures with differing override values.
small scope entity material fix and icon update
Update server side transform on load
Set and reset flags to match existing behavior
[D11][#3893] Doubled lookat raycast radiius
[D11][#4036] Flame Turrets oriented correctly.
Send headshot rpc so sfx can be filtered out
Pass on powered water purifier sockets, volumes, broken ground watch
[D11] Fix for bug 149 causing node break effects to be missing textures.
[D11] Disables ragdoll "pinning" for chickens
[D11] Fixed debugcamera keyboard commands
merge from cinematic_tools
Replace Reserved2 with FLAG_LIGHTS const
Try fixing local player receiving headshot sfx
Rear lights now light up while braking even if headlights aren't on (are on all the time while headlights are on)
Add hitnotify.headshot convar to toggle headshot sound fx
Add player.gotosleep command for testing
Fix gas station fridge door:
- Fix LOD levels 1 and 2 not matching LOD 0 Y angle
- Add missing collider
Adjust DAMAGE_TO_GIB again
Merge MakeVehiclesDestroyable -> Vehicles
When the lift moves, since it's just an animation, sleeping rigidbodies on the lift aren't woken and clip through. Wake nearby rigidbodies manually
Add support for TriggerHurtNotChild volumes on cars to damage AI
Added an AI damage multiplier to adjust the damage specifically for AI collisions
Force network sync on destruction. Fixes new lifestate not always getting synced
Chassis doesn't usually show damage texture effect, but when the vehicle is destroyed, set the damage overlay to full so that it doesn't have nice new-looking wheels on a destroyed vehicle
Use the destroyed look material for vehicle gibs
Assign Thai's gibs to all modules and chassis types
Handle chassis health when there are no modules attached, switching out its base protection between an immortal and a mortal one