199,616 Commits over 4,140 Days - 2.01cph!
attack targetting/range rework WIP
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more rework (broken at the moment)
Added outlines
Moved mission marker
Changed package size
Added blocking check for phone
Fixed server NRE
Merging in my work now that testing week is over.
Fixed a bug in CLIENT+SERVER mode
Getting the latest from Trunk.
Fixed package viewmodel casting shadow. Removed Debug log.
Fixed generic package hold position on proxy player
Banned holding drugs while in car. Maybe just because the package clipped through the car all the time.
FOR FUCK SAKE more shader work
lr300 viewmodel tweaks ( fixed clipping at certain FOVs, improved animations )
rocket launcher viewmodel tweaks ( fixed clipping at certain FOVs, improved animations )
thompson viewmodel tweaks ( fixed clipping at certain FOVs, improved animations, fixed ADS alignment )
semi_auto pistol viewmodel tweaks ( fixed clipping at certain FOVs, improved animations )
binocular viewmodel tweaks ( fixed the weird wrist pose )
mp5 viewmodel tweaks ( fixed clipping at certain FOVs, improved animations, fixed ADS alignment )
pickaxe viewmodel tweaks ( fixed clipping at certain FOVs, improved animation, fixed wrist pose )
Changed shop system to push state instead of always pulling it. This fixes a bug the shop had where it would update the cash display on the client before the items in your inventory got synced, leaving the price at the old value.
Made the whole cash register interactable in shops
Improved the unified inventory. Removed the need for the separate PlayableCharacter.IItemRequestReceiver with its own separate system.
this.this.this.this.this.this.this.
added alleyway buildings and removed (unticked) all now hidden fences and barriers etc
Fixed server browser list scrollbar
Forcefully refresh terrain collider after setting the height map (fixes raycast issues with terrain)
added nav_points to hex blocks
Added InvokeRandomized (like InvokeRepeating but randomizes the interval on every consecutive call)
Replaced Facepunch.Tick with InvokeHandler calls for now (perf, especially when removing)