124,777 Commits over 4,171 Days - 1.25cph!
Removed Default Blueprint flag flag from mannequin, preventing it from being made into a blueprint (Now matches other DLC behaviour)
Add support to team bag labels provided you have building priv from a tugboat or shelter
Add support for entity building priv
Eg if you have priv on a tugboat or a shelter
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Set dressing supplies barge VERY WIP
Change it to as attachment - to match the storage containers
move sleeping player collider out of the ground (TENTATIVE), fix waterlevel capsule math with small height values
Moved casino barge to make gaps between barges larger
Modified casino layout / removed shipping containers
Some modelling progresss on the casino mesh
Moved supplies barge and connecting docks and fixed all bridge connections
Fixed an issue with HUDShouldDraw
Do not try to load VTF sphere maps for VTF 7.4
Apparently some 7.4 cubemap textures do not have it, from CS:GO probably
Alias dz_door to prop_door_rotating
Added NPC:ConditionID (Opposite of NPC:ConditionName)
Added NPC:IsUnforgettable and NPC:MoveGroundStep
ClientsideModel sets collision group to DEBRIS
Minor cleanups
Fixed clientside prediction breaking hull traces against local player
Prevent item_item_crate from spawning certain entities
Made Entity:PhysicsInitBox/Sphere set solidity before the physics object
* This improves behavior for those functions with ClientsideModel and is consistent with PhysicsInit()
Added sequence events to util.GetModelInfo
Events table in each of the Sequences tables, each having the following:
* Cycle
* Event - ID
* Name
* Type
* Options
Added effects.TracerSound
Remove fallbacks for CSS player models
Update DoD:S player model fallbacks
Restore stomped killbees command
Some wip placement checks
Shift convar values by -1
deleting annoying name conflicts
First pass WIP supplies shop structure
- Add warning on research table panel if trying to create a blueprint for a DLC item and we don't own the DLC
- Update developer convar for accessing skins, can now simulate owning no skins
Added a new name field for modding monument marker, as the english field is not serialized anymore
Move player visibility position back to the head bone
Reduced the size of the HAB hurt trigger away from the door slightly to fix the old issue of jumping out of a moving HAB in the direction of travel and dying to the hurt trigger
fix for pooled random bone rotations on mannequin
Fixed newly introduced TriggerParentEnclosed NRE
Merge: from baseplayer_serverupdateparallel
- Bugfix/Update: don't use parallel snapshot sending in UsePlayerUpdateJobs 1 (it's a level 2 feature)
Tests: used both modes in Craggy, confirmed things are working
Update: gate parallel snapshot queue behind UsePlayerUpdateJobs 2
All other parts have separation of no tasks under UsePlayerUpdateJobs 1 and tasks allowed under 2, but this slipped my net
Tests: used both in local session on Craggy
working on chainsaw attack animations
added player update anim settings preset
merge from translation_breaking_mods_fix
Removed the InSafeZone check from my new HAB code to match hostile behaviour of BaseVehicle's
trying a different steering control mechanism, convar to hotswap
- don't adjust sail forces for steering, still allow position adjustment for some controllable resultant torque from positioning
- pseudo-rudder accel forces for steering with pre-calculated thrust point, scaled with velocity
Fix wearables with random parts/colours not working on mannequins
Prefabbed supplies barge for working on
merge from floating cities into medical bay props subbranch to get everything up to date
Fix the translation changes breaking some mods
Fix ammo.snowballgun is missing a display name translation
Minor cleanup
Remove DDraws
Food market barge - Replaced various placeholder world models with new static versions. Reduced AO on food market boxes. Removed bridge blockers from bar area.
Wall light will now allow you to grow plants
Currently at a lower rate than ceiling lights
better defaults for pos/dir influences vars