12,327 Commits over 3,712 Days - 0.14cph!
Re-setup skinning knife to work with weapon racks correctly after recent prefab rotation changes.
Temp VM/setup and somme placement setup work.
Set skinning knife up for all weapon racks.
More debug stuff.
UI lerp speed tweak.
merge from main (with conflicts)
Spawning, pop, debug stuff, UI lerping.
Cactuses no longer defeat scientists
thumb_up
12
thumb_down
15
Separate teleportEveryone2me, teleportSleepers2me, teleportNonSleepers2me commands.
Setup hatchet & pickaxe for single weapon racks
Fixed single weapon rack gibs.
Improved single weapon rack placements.
Fixed weapon racks not drawing bounds in the editor correctly.
Added a placeholder menu item for BaseGiggableEntity to allow items to be "dug" via interaction (until spades work...)
Flag markers grant items when dug up.
Diggable entity wip stuff
Spawn flag entity when a sweetspot is fully detected
Removal basics (very wip)
more wip placeholder UI and sweetspot detection
Hunting trophy compile fix when neither server nor client
Detection point and debug gizmos.
Location point generation and handling.
UI distance clamping.
Use radius for long range detection.
Source, detection and UI basics.
Initial states wip.
Held entities can now block sprinting.
Reduce movement speed and block sprinting when in sweetspot detection state.
Initial UI setup/prefab/boilerplate code.
Basic initial item/prefabs setup
Improve look hit detection for custom weapon racks
Single rack deploy guide meshes
merge from metaldetector (easier than updating 2 year old branch)