130,358 Commits over 4,201 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Made a collision mesh for the solo sub main body detailed collider
                
                
                
                
             
         
        
            
            
            
                
                Make BuoyancyPoint gizmo translucent
                
                
                
                
             
         
        
            
            
            
                
                Added a Fade toggle button to AI designer
                
                
                
                
             
         
        
        
        
            
            
            
                
                Fixed motion vectors not available when needed, s+v overlay script hooked up, clean up.
                
                
                
                
             
         
        
        
        
        
        
        
        
        
            
            
            
                
                merge from AI hdrpb merge
                
                
                
                
             
         
        
            
            
            
                
                reapplied monument changes
                
                
                
                
             
         
        
            
            
            
                
                merge from impact_effect_scale
                
                
                
                
             
         
        
            
            
            
                
                merge from hdrp_art_backport
                
                
                
                
             
         
        
            
            
            
                
                ▅▇▉▇▅▉▄▆ ▊▌▇▋▉ ▅▆▌▅▋▍▌▍▋█ - ▉▋▆▍▇▄▄ █▄█
                
                
                
                
             
         
        
        
            
            
            
                
                merge from backport_bugfixes
                
                
                
                
             
         
        
        
            
            
            
                
                Added an onscreen tip to explain the throw/drop controls when first using a grenade
                
                
                
                
             
         
        
            
            
            
                
                Merge from wearable_eyes_view
                
                
                
                
             
         
        
            
            
            
                
                Added a HideInEyesView toggle on Wearable that disables clothing when in the eyes view (injured)
Applied to wolf headress, metal mask, nvg, bandana, balaclava, riot helmet, clatter helmet, coffeecan helmet, burlap headwrap, plate helmet, skull headdress, lunar new year masks, easter nest hat
                
                
                
                
             
         
        
            
            
            
                
                Added an enforceClipWeights weights toggle to the AnimationEvents component that ignores any events from clips with less than 50% weight
This prevents events double firing when transitioning between states (eg ejectShell triggers on fire and fire_ads clips)
Enabled on m39 viewmodel, fixes multiple shells being ejected on every shot
                
                
                
                
             
         
        
        
        
            
            
            
                
                Let's not get ourselves into another Bandid Camp or CargoShipTest situation. Rename SoloSubmarine to SubmarineSolo to match the SubmarineDuo naming scheme
                
                
                
                
             
         
        
        
            
            
            
                
                For whatever reason UI shaders never seem to be lit quit right, ending up too bright or dark in different situations. I've now made a basic playing card plane and applied the card texture to it, and using that as the backing for the community cards instead. That gets it lit correctly, and then the UI component just adds a multiplied sprite of the card's actual content. Same trick the hand-held cards use.
                
                
                
                
             
         
        
            
            
            
                
                Merge from blink_sleeping_fix
                
                
                
                
             
         
        
            
            
            
                
                Merged CloseEyes call into sleeping conditional block
                
                
                
                
             
         
        
        
            
            
            
                
                Another attempt to fix the ConstructionSkin.SpawnGibs NRE
                
                
                
                
             
         
        
            
            
            
                
                ▋▄▍'▉ ▄▋▄▆█ ▆▅▊▅▌▊▉ ▉▊█▌▉▇▇▆▄▊ █▅ ▄▉▌ ▇▆█▋▇▉ ▄▌ ▅▊▇▍▋▋▍ ▉▇ ▋▍▌▆▌█▇▇▋ ▊▉ ▇ ▇▌▅▍▇▋
                
                
                
                
             
         
        
            
            
            
                
                Reworked internal colour handling, removed an RPC and added a new ServerRPC method that takes 6 arguments
Send the colour of the new line every time rather than relying on client and server to be in sync
Fixed line prefabs missing colour setting
Better context menu support and phrases setup
                
                
                
                
             
         
        
            
            
            
                
                Adjust card material brightness
                
                
                
                
             
         
        
            
            
            
                
                Merge CardGames->Main again
                
                
                
                
             
         
        
            
            
            
                
                Fix static card table variants not having the new material
                
                
                
                
             
         
        
        
        
            
            
            
                
                Fix community cards not being lit, making them too bright in dark conditions
                
                
                
                
             
         
        
        
            
            
            
                
                Merge WorkCart->Main. Bug fixes and minor improvements.
                
                
                
                
             
         
        
            
            
            
                
                Merge CardGames->Main. Adds:
- Visible community cards on the table
- Chips on the table that match the actual pot
- Improved UI performance
                
                
                
                
             
         
        
        
        
            
            
            
                
                Updated RustNative (Removed old "inland" noise since it was causing some excessively steep slopes)
                
                
                
                
             
         
        
            
            
            
                
                Execute/delta fix on attack event
                
                
                
                
             
         
        
            
            
            
                
                Terrain anchors prefer above-ocean-level spawn altitude if possible