198,864 Commits over 4,140 Days - 2.00cph!
Don't consider weapons without their smartobject enabled
Corpse handling of attached projectiles now includes re-enabling their SmartObject components during setup
Combat+Callbacks OnProjectileHit only re-enables projectile SmartObject components when the projectile missed
Moved more things to mouse up
Hooked up proxy model state
Cleanup from the previous revert - keeping the good bits.
Merge +motor flag updates.
Reverting character statc sync changes. Didn't see the Flags param in CharacterMotorState - this can be done a simpler way.
Automated Linux DS Build #447
centralised input and eating of inputs in PlayerController
Automated Windows Build #447
Automated Linux Build #447
Holding attack whilst opening the weapon selection dialog no longer instantly changes weapon
BehaviourChainElement.GenerateDescription uses keywords
Behaviour keyword boilerplate, KeywordsUtility cleanup
Fixed DecisionScoreEvaluatorsUtility.EvaluateConditions not appending failure string to the builder correctly
Fix sound pitch bug (hopefully, still no reliable local repro on this one)
Small SoundModulation Init optimization
Fix for network packet issue
Automated Linux DS Build #446
Optimized coarse height slope map generation; now up to 6 times faster on larger maps
Deprecated foliage displacement slope scale bias
UI fix for missing elements
Automated Windows Build #446
Automated Linux Build #446
Get rid of the unnecessary check for whether the user owns Source SDK Base 2006
Touched all water related shaders; making sure latest cherries get applied
manhole and powerline basing added
Fixed bad "none" text in AssetMenu
Cherry picked remaining water related changelists from main
Added more decals
Fixed UI scale issue
Automated Linux DS Build #445
Automated Windows Build #445
Automated Linux Build #445
Fix mounting of gamemodes/*/content for gamemodes inside GMAs
Fixed buildings and "None" desire text
Fixed crafting menu buttons not being updated correctly
█▋▆▇▅█ ▅▄▍▍▊ ▆▌▄ ▊█▍ ▇▊▋▉▇
shortened the buttstock on the mp5 worldmodel so it doesnt clip into shoudler as much
tweaked the mp5 viewmodel reload anims
tweaked positioning of the muzzlebrake and muzzleboost addons (in 1st person)