200,001 Commits over 4,140 Days - 2.01cph!
Move large backpack to different folder
Make the small backpack green as a placeholder model for the large backpack (so it looks different)
Fix backpack inventory not expanding to larger amount of slots when backpack item is changed (seemingly a bug with all player containers)
Removed "WIP" text from backpack because it looks stupid & too small
Just assume the green backpack is a placeholder model
Un-delete the small backpack item (whoops)
Added some protections for null user names in the friend picker UI
Fixed heavy scientist figurine getting picked up as the hazmat version
Added large backpack item
Placeholder amount of slots (helk will assign intended values)
Add "WIP" text to backpack icons
Clamp backpack item icons to 256x256
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updated anims, skinning & anim controller
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Compressed Burst Module png to be the same size as other weapon attachment icons. 80%~ reduction in size.
Make the BSP whitelist case insensitive
Validate model header values to not crash the game later
Apparently we are shipping a model with malformed data, which when accessed crashes the game. This prevents such models from being loaded with a console warning.
Patch cs_fix.mdl
The first local sequence weight index no longer points outside of the file's bounds
Do not even try to read weight of first bone for boneless models
DroppedItems can be marked to not combine.
Dug up items set to not combine so they don't auto merge if the flags are close together and their items are left on the ground after digging up.
Nixed fisheye distortion on NVG to stop UI markers from getting offset.
Move camera back up to default view when leaving sweetspot scan mode.
Cleanup.
player update. setting up cross bow anims
Shovel item can now be used for digging flags up.
Set some placeholder shovel values.
Tweaked sweet spot detection range to be more lenient.
Sanity check player to flag distance.
Bit of cleanup
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anim updates, transitions, animation controller setup
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Fixed NRE whilst reloading and switching between inventory/hotbar weapons
Ensured all neon signs stack to 5
Fixed bug causing unpowered turrets to turn on the light attachment of a weapon even when unpowered
decal layer change on some materials
removed exit time when going into scan
added scan close clip, set up blendtree in animator to go between scan far and scan close, hooked up to use scanBlend param
merge from skinning_knife_fix
Trigger scan anim from code.
Remove old yaw/pitch transform placeholders.
Added scanBlend param to metal detector animator.
Set scanBlend from code.
Refactored some placeholder code so I can easily remove it when animation is fully setup.
player update. populated molotov override controller with 1handed explosive anims and positioned the molotov correctly in the entity prefab
Don't force VM lower in code now we have a VM setup
some progress from before break
merge from collision meshes as shadow fix
merge from 'generic texture improvements'
contains generic barrels and forklift re-texture jobs too
Fireballs parented to heli crates will now always align upwards, the rotation of the heli crate is unchanged
Remove PlayerInventory.debugWearIssues, no longer needed
merge from tutorial_island
Fixed sleepers not updating clothing