198,742 Commits over 4,140 Days - 2.00cph!
Fixed indirect diffuse lighting
merge from building_skins_3
exported updated bear rotate l and r animations
Stairs spiral - Moved collider to parent
Fixed lighting for several materials
Reset pelvis offset on server-side ragdoll creation
Load FlankState in ScientistBrain
Lerp experiment. Initial 500ms lerp from the client's final position to the server's data.
Various bits, moving some changes to RagdollRewrite2
merge from camper_updates
merge from ik_rotation_fix
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Corpse init process cleanup
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Removed my CheckSleepState method from BaseCorpse. I think putting the base RB to sleep while limbs were sometimes still awake was the cause of the unusual stretching that sometimes happened.
Fixed having the ShouldSyncJoints check exactly backwards
Fixed missing rigidbody assignments
Added ShouldSyncJoints check to SyncJointsToClients
Help text extra info for ragdollVehicleCollision
Remove ArticulatedOccludee script frmo server-side corpse
Fixed rotating platform scaling causing zero'd prefabs to enlarge.
Added idling character preview + looping timeline.
Moved idle anim directory
New ConVar: ragdollVehicleCollision
Turns ragdoll collisions with vehicles on and off.
Merge RagdollRewrite2 -> PhysicsLayerRevamp
material changes, removing coloured variants, building it to base material
No need to call CopyBonesFrom if the corpse is the ragdoll
Buoyancy adjust to match old behaviour
Set up ragdoll buoyancy. Update arrays.
Increased ragdoll solver iterations to decrease jitter
Cherry pick tugboat model rename
Rename my driveable tugboat variant model to tugboat_a_driveable
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Show an icon next to the zone the player is currently assigned to
Start loading the server info as soon as the info popup opens for faster joining
Use a separate convar for specifying the API endpoint for the server list so clients can actually change it
Update FP.Nexus
Sign & Notarize MacOS x86-64 builds
merge from main -> analytics_held_items