141,144 Commits over 4,352 Days - 1.35cph!
merge from /main/hackweek_techtree_multi_unlock
new tech tree unlock sound and varation for repeated sounds when multi-unlocking
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combat knife and sunken knife projectile correct rotation and weapon rack deploy correct rotation
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Minor cleanups
Rework CCachedRenderData bounds checking
* Is now a warning + more checks
Fix armor UI element being slightly longer than HP UI element
HP and Armor HUD expands to fit 4 digits when necessary
Slightly adjust ammo HUD to fit 9999s comfortably
Default HUD supports showing Clip2 if weapon uses that
* it also supports cursed combinations like secondary and primary without clips at the same time, primary without clips and secondary with, etc
Try to fix ammo counter being red/orange when having ammo
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Merge from 3p_spectator_improvements
merge from camera_fog_fix
further reduce fogging in cameras
set crypt building skin to
10472 and set up steam item and temp icon
industrial shelving texture pass updates
Bowless Crossbow - updated textures, added transmission texture to bowstring
Set up inputs for new RRP compatible standard shader
Apartment complex b fixes
Split the roof into multiple objects
setting up crossbow bowless vm prefab and anims
Probably fixed Linux build error
Mention sv_nomap_timeout in "no map" warning (once)
CS:GO missing map icons
Reject invalid Water shader combos
merge from render_pipeline_testing
fix vfog density map not using configured shore distance falloff
Merge from viewmodel_early_disable_fix
Revert change to PlayerAnimation.controller and remove the new StateMachineBehaviours for it, they were fucked
refactored to ScopedOcean to setup fixture-scoped flat ocean
Bunch of more inconsistency fixes.
minimum setup required to run a test with ocean
setting up crossbow bowless viewmodel prefab, rig and anims