121,142 Commits over 4,018 Days - 1.26cph!
m_ShadowUpdateMode != 0 causes array issues - so forcing to 0 on muzzleflash
m_ShadowUpdateMode != 0 causes array issues - so forcing to 0 on muzzleflash
[D11][UI] Fixed issues navigating between the create server screen and other screens as well as ensuring data is kept between vists to the screen
[D11][UI] Fixed issues navigating between the create server screen and other screens as well as ensuring data is kept between vists to the screen
[D11] + Scene with each individual asset inside
[D11] + Scene with each individual asset inside
Autoturret and Wind generator now in electrical category
Autoturret and Wind generator now in electrical category
Tires set additional LOD pass
Tires set additional LOD pass
Stairs set additional LOD pass
Stairs set additional LOD pass
Wooden pallets additional LOD pass
Wooden pallets additional LOD pass
Remnant container additional LOD pass
Remnant container additional LOD pass
Autoturret loot panel fix (6 slot)
SAM site uses loot panel
Autoturret loot panel fix (6 slot)
SAM site uses loot panel
Pass RPC into new PlayNoteRPC and StopNoteRPC on Key Controller
Pass RPC into new PlayNoteRPC and StopNoteRPC on Key Controller
Launch_Site office interiors additional LOD pass
Launch_Site office interiors additional LOD pass
Fix RPCHandler not being assigned
Fix RPCHandler not being assigned
Moved InstrumentKeyController RPC to InstrumentTool and StaticInstrument
Moved InstrumentKeyController components onto the weapon/mountables
Added UpdatePlayerModel virtual methods on HeldEntity and BaseMountable to modify IK while an entity is in use (removes an Update call on KeyController)
Update all instruments with new components
Manifest update
Removed some more xml comment blocks
Moved InstrumentKeyController RPC to InstrumentTool and StaticInstrument
Moved InstrumentKeyController components onto the weapon/mountables
Added UpdatePlayerModel virtual methods on HeldEntity and BaseMountable to modify IK while an entity is in use (removes an Update call on KeyController)
Update all instruments with new components
Manifest update
Removed some more xml comment blocks
If chassis is destroyed, remaining modules don't naturally show their killed FX because they're not killed directly. Tell them to all show their FX.
If chassis is destroyed, remaining modules don't naturally show their killed FX because they're not killed directly. Tell them to all show their FX.
Fixed sleeping bag icons appearing outside of death screen
Fixed sleeping bag icons appearing outside of death screen
Reduced base chassis health
Reduced base chassis health
Remove mountables when seating is destroyed
Remove mountables when seating is destroyed
Fixed CLIENT/SERVER compilation
Fixed CLIENT/SERVER compilation
- Implemented destruction FX support for chassis and modules.
- Fixed Client/Server compile issues.
- Moved serverGibs from BaseVehicle to BaseHelicopterVehicle where it should have been.
- Implemented destruction FX support for chassis and modules.
- Fixed Client/Server compile issues.
- Moved serverGibs from BaseVehicle to BaseHelicopterVehicle where it should have been.
Hooked up new jerry can guitar
Hooked up new jerry can guitar
Revert acoustic guitar to legacy guitar
Set icons to null on instruments that have no icon
Revert acoustic guitar to legacy guitar
Set icons to null on instruments that have no icon
Fixed sleeping bag clusters not properly forming when there are more than 3 bags
Fixed sleeping bag clusters not properly forming when there are more than 3 bags
Hooked up background assets on sleeping bag cluster
Fixed map scaling issues on sleeping bag cluster
WIP time lock states
Hooked up background assets on sleeping bag cluster
Fixed map scaling issues on sleeping bag cluster
WIP time lock states
Testing module destruction. Added support for damage FX + added placeholder-ish damage FX on engine modules. Note: OnHealthChanged is now called on client as well as server - existing usages have been updated with isServer checks.
Testing module destruction. Added support for damage FX + added placeholder-ish damage FX on engine modules. Note: OnHealthChanged is now called on client as well as server - existing usages have been updated with isServer checks.