255,704 Commits over 3,990 Days - 2.67cph!
FOR FUCK SAKE shader/material
Load optimisations
GameManager no longer bootstraps via coroutine, loads GUI from Awake and inits in Start instead
Cleaned up entity view destruction
More work on player camera persistence
player anim source updates
Should fix inconsistent emission on some workshop skins
small polish on angry anims
added some angry/breate anims to conversations
edit to jog right player anim ( to work better when holding bottles)
unconnected the part of the shader that broke lighting while next to fire
water bottle & bota bag world model updates
Refactoring Player persistence so we don't init components repeatedly
PlayerProgression refactor to use entity/asset ids in persisted data, not references
Let's not always cycle selected unit after game ready is invoked in PlayerController.InitUnitHandling
Fixed some missing materials on den prefabs causing NREs
Fix for misaligned leather gloves
Increase built time timeout
junk resources - fbx/col/textures/mats
Should fix inconsistent emission on some workshop skins
Automated Linux DS Build #490
Automated Windows Build #490
Automated Linux Build #490
Automated Linux DS Build #489
Automated Windows Build #489
Automated Linux Build #489
Added Player.SimulateGravGunPickup, Player.SimulateGravGunDrop, Player.GetPreferredCarryAngles
Committing some partial work on vehicle damage FX etc
Player camera module resets
VicinityEffect reset/physics trigger cleanup
Refactored entity view containers so that we get a cleaner scene heirarchy after load
Added wrecked version of car
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FlockDriver.OnDestroy disposes culling groups
Misc Player reset tweaks
Automated Linux DS Build #488
Disabled keepalpha in clothing, hair and skin to allow latest ASE until fix is up
Updated ASE to 25.002