198,943 Commits over 4,140 Days - 2.00cph!
PFX scene.
Crane Lightgroups & FX prefabs.
increased kill trigger damage on car shredder
fuel system
hand ik
properly enable/disable damage triggers
Apply a circular target position offset when roaming and grouped.
Fix for joining a group of a member, not a leader.
Animal idle state now sets random facing direction.
Set stag and wolf max group sizes.
crane driver now takes damage from bullets
!can no longer push cars through terrain
fixed tread/shock values of magnet crane
Postfx now use a context that contains more info.
Better colliders for medium rock formations
rocket_crane lift is r/w enabled again
fixed a segments of cave_sewers_hard not being linked inside culling volumes
replaced static signs with harvestable ones in junkyard
relinked some broken nested prefabs
created a bespoke spicebush mat for temp overgrowth with wind params that dont clip walls
converted cargoship hdrpb prefab.
added hdrpb test scene CraggyIsland_AI_Cargoship
Added hdrpb CraggyIsland_AI_Excavator test scene.
Adde a separate prefab/ai design for excavator scientists.
supermarket - fixed some zfighting with pavement
fixed floating stone corner at water_well_a
sewer branch - painted some road topology to avoid cliffs spawns close to connection
added conveyor belt triggers to shredder
fixed client/server mismatch on shredder
added hurt trigger to shredder
removed debug.logs
fixed no client collision on mangetcrane arms
added proper gibs/explosion effect to magnetcrane
fixed magnetcrane auto-despawning after server was up for 4 hours
Do not disable collisions when parenting brushes to one another (Experimental)
Fixed some issues with native scaling
Prevent weld constraint assigning a global variable with the last created weld (Community Contrib)
extra terrain anchor for cliff_double_height_d
Cliffs use a collider for shooting one and for walking/thrown objects - solves a large amount of conundrums one collider alone cannot solve
Map icons for new CSGO maps
Increased junkpile_g AIZ bounds to 15 to match a.
Fixed bounds on junkpile scientist, which was causing LOS check issues.
Added CraggyIsland_AI_Junk test scene.
Citizen V2: changed hold_X bones in the bindPose to be rotated forwards (FLU/XYZ) *relative* to the hand as opposed to relative to world space
Added "menu_cleanupgmas", "mat_specular 0" and "Addon missing file, nothing to mount" issues to Problems panel
committing some missing metas
Arid cliffs - more accurate colliders
Added UseCalculatedCoverDistances toggle to AIInformationZone.
Updated backport junkpile prefabs to use new AI.
AI test scene folder rework, started porting test scenes to new hdrpb craggy.
updates to magnet crane animator & anim clips
Fixed file.Find not working for some addons
Temperate cliffs - more accurate colliders
Minor layer edit to modular car chassis
Internal support for grouping shots in folders, updated relevant directory paths
Changed one of the front cylinders back to world layer, since it might conceivably bump into stuff
CylinderBase01, CylinderBase02, CylinderBase03, CylinderTop02, Collider (the small one on the arm), and CylinderTop01 changed from Vehicle World to Vehicle Detailed. The Vehicle World layer is only used for actual driving physics, so anything that's not a big chunky area of a vehicle can probably be on the Vehicle Detailed layer instead, which handles the detailed collisions from players or bullets.
Changed magnet crane fence colliders from Vehicle World to Vehicle Detailed layer
Fix magnet crane eye position body clipping
Fixed players keeping their eyes open and blinking while asleep
Fixed bugs with when other players at the table are shown holding cards, and when the table cards are shown
Fixed virtual/override bug