125,628 Commits over 4,171 Days - 1.25cph!
Cache notifies at runtime, no longer need to hook them up to the Wearable component
Added support for clothing to turn off specific meshes if something goes into the back slot
Hooked up on abyss suit as an example, disables oxygen tanks while parachute is equipped
Add new back clothing slot
Update hazmats to allow back pieces to be worn at the same time
Fixed so doors (and other placeholder entities) will always show default skin outside of network range
Massively simplify render component stripping for instanced prefabs
Revert MaterialReplacement so it still adds to prefabs & strips them out right after for instanced prefabs
Prefabs updated after removing field
Remove "HideInsideNetworkRange" field
Move "HideInsideNetworkRange" from individual `InstancedMeshFilter` to `InstancedEntityComponent`
Move code to only show instanced rendering outside network range from `PrefabScheduler` to `EntityScheduler`
Fix neon sign paintable layers not being transparent in unpainted areas
Disable applyToSkinRenderers for all neon signs to fix frame animations not working
added oil jack belt and metal mesh colliders to pumpjack prefab
Remove some debug logging.
updated pumpjack static prefab
Workshop skins work (but a hacky way)
updated maetrial on lods on pumpjack static prefab
Layout grouped in an optional skin name text field under the weapon name.
WeaponRackInfo UI polish & localization tokens
Fixed a bug where the ceiling in one of the portacabins would disapper on low graphical settings
Some refactor and cleanup
Changed the emissive color and scale of the insturial.wall.lamp.on prefab
fixed brick skin spiral stairs zfight on highlight
setting up pumpjack static prefab and edited oiljack anim controller
Padding roof conditional colliders just in case
Brick Skin Gap in roof conditional
revised 2nd weapon rack texture so it doesn't blend as easily with more rusted weapons
without making it looks whack
set left and right line brick roof conditionals to DeployableVolumeIgnore to allow wall underneath to be built
Fixed inaccurate colliders on L and U stairs brick
fixed hammer highlight not complete on brick foundations
improved brick skin roof LOD2 visuals
added pieces of trim on triangle roofs edges
Better eye positioning
Animator changes to support deploy animation before transitioning into parachute control anims
Don't process input until deploy animation is finished
Animator changes to support better freefall animations while parachute is equipped
Hook up new animator state
Fixed submarines acting like parented players were kept out of water. Only consider mounted players as out of wter
Force changes, much improved handling
Don't disable submarine parent triggers manually when underwater anymore, since
84684 will do it for us automatically now
Unparent from all trigger volumes when underwater so that players don't get pulled down with sinking ships
Compile fixes, manifest, codegen, test scene
Use crouch collider height while swimming. Fixes not being able to get through doors of tugboats that are on a steep angle under the sea.
Don't request the server emoji list if the server is running a protocol <= 2398
Temporary fix to prevent any unhandled RPC's when we merge emoji to main and don't bump the network version
Fixed pixelation flicker glitch on WeaponRackLight
Flashbang, F1, Beancan & 40mm underwater boom size adjustments.
S/M/L explosion FX variants for the underwater portion as well.
Prevent MaterialReplacement from being added in PrefabPreProcess if InstancedMeshFilter is attached
Start with to handle workshop skins
Update .gitignore
Disable C4005, error on C4840
Fixed some warnings
Prevent display of concommands in gamemode settings
Do not run OnRequestFullUpdate outside of main thread
Defer gamemode loading until all other components are loaded
Do not use obsolete API for DNS resolution
Better emissive texture for supermarket/rocket launch office ceiling lights
Fixed position and sizes of the supermarket ceiling lights
Fixed the materials of the Pumpjack