199,999 Commits over 4,140 Days - 2.01cph!
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Compound interactables improvements/cleanup WIP
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merge from keylock_lock_on_deploy
Try to make default spawnlists not marked as userconfig
Moved spawnicon queue behind a convar (spawnicon_queue), defaults to 0, made it target 10fps not 30 when enabled + minor under the hood changes
Prevent crashes when dying NPCs create ragdolls and apply infinite force to them
renamed sodapoppin facemask to kitten facemask
Auto lock keylocks on deploy
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NPCs can now automatically open brush doors, unless the door specifically disables thiis
Added a suicide option to the escape menu. Only appears when connected to a server.
Monument AI conversion tool now converts scientist spawners, sets any waypoint path links.
BaseFollowPath state now triggers the error event when there's no path.
NPCSpawner now sets any path data.
Added ScientistNPCSpawner, extends NPCSpawner.
Adding genericsmall loot container
Updated all needlessly oversized crate panels
Fix for mipmap streaming override not working sometimes. Re enabled viewbob etc.
Added AIInformationZone.GetNearestPath to find the AIMovePointPath with the nearest waypoint to the specified position.
BaseFollowPathState will now automatically start following the nearest path if a specific one isn't specified.
Refactored facing direction override support down from NPCPlayerNavigator to BaseNavigator.
BaseFollowPathState now sets navigator direction for look at points.
Changed candy materials to use standard shader so that we have no materials using forward opaque path
Added support for path reversing to AIMovePointPath and BaseFollowPath state.
Added support for waypoint look-at points to BaseFollowPath.
Allow deployable placement inside watch tower
Modified a few shaders so that all pass types are in the same order for all shader lods.
Support transparent / grabpasses correctly, correctly calculating spherical harmonics in world space.
merge from satchel_skin_split