117,003 Commits over 3,987 Days - 1.22cph!
Added DoubleDoorDressing socket
Updated double door garland and wall frame socket
manifest
Building brick skin models progress
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Dismounting mobile objects now requires a 0.5s hold (cars,helicopter, submarines, etc)
Static mountables will still dismount immediately (chairs, sofas, etc)
Added global.quickdismount to control the behaviour, setting this to false will go back to the old behaviour
Added global.dismountHoldTime to control how long the hold takes (defaults to 0.5s)
Moved some public variables in MissionsHUD that were in CLIENT defines, fixes them getting lost every time we change Client/Server mode in the editor
Fixed some inconsistencies when picking up a sam site in the editor
Added a Defender mode to SAM sites, while in this mode SAM sites will not fire at vehicles and will only fire at MLRS rockets (Hold E to switch mode, uses old behaviour by default)
Give item_drop the splash effect 💧
Add No Ammo, Low Ammo and Has Target outputs to the SAM site
Low ammo is triggered when less than 10 rockets remain (exposed on prefab as lowAmmoThreshold)
Added underwater drag as an option to the buoyancy system. Makes the item_drop backpack behave much more nicely
Make the generic item_drop (grey backpack) buoyant
All vehicles with storage now drop that storage when destroyed (rowboat, RHIB, hot air balloon, both submarines, modular cars). Modular cars already did this, but the others did not. Note this does not include fuel, or modular car engine parts. Renamed carsdroploot convar to vehiclesdroploot - now affects all listed vehicles.
Added toggle to sort by last seen in the contacts menu
Merge MountedLookAtOverride_reinstate -> Main. Fixes head look bug and allows head look to show up in a lot more mounted situations.
Show wounded teammates as orange in the Team UI
Rework repair pickup internals to keep the repair calculations server side (reverted most code changes from yesterday)
Snowmobile and BaseModularVehicle now share a new GroundVehicle base class
Remaining treatment plant spawns
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Treatment plant area WIP backup
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Restored xmas event schedule
Fixed xmas event not trigging
Potentially fixed XOR switches sending a brief burst of energy during server restarts
Resave map view prefab, seems to fix death icons sitting in front of sleeping bag markers (this was weird, will need to check in build)
Check and adjusted max velocity estimate
Fixcars now supplies max fuel again
First pass on a popup showing what resources are missing when repairing an entity with the hammer
Generalised 'fixcars' console command. Now repairs and refuels *any* nearby vehicle (boats, subs, helicopters, etc). Reduced amount of fuel it adds from max to 100.
Fixed snowmobile gibs not showing the damage texture
A bit more health for snowmobiles
Fixed Tomaha gibs, set snowmobile health, set up damage texture effect for both snowmobiles. Simplified damage renderer usage across all vehicles.
Fix error when viewing a viewmodel in the workshop submit screen
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Improved snowmobile foot IK
Remaining inland sculpts sans treatment plant area
fake sss foliage material on birthday cakes lods 0 and 1 on world model, projectile - doesn't work with viewmodel
Team mates in close range now update their position on the map in real time