141,142 Commits over 4,352 Days - 1.35cph!
merge from /main/hackweek_techtree_multi_unlock
new tech tree unlock sound and varation for repeated sounds when multi-unlocking
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combat knife and sunken knife projectile correct rotation and weapon rack deploy correct rotation
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Minor cleanups
Rework CCachedRenderData bounds checking
* Is now a warning + more checks
Fix armor UI element being slightly longer than HP UI element
HP and Armor HUD expands to fit 4 digits when necessary
Slightly adjust ammo HUD to fit 9999s comfortably
Default HUD supports showing Clip2 if weapon uses that
* it also supports cursed combinations like secondary and primary without clips at the same time, primary without clips and secondary with, etc
Try to fix ammo counter being red/orange when having ammo
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Merge from 3p_spectator_improvements
merge from camera_fog_fix
further reduce fogging in cameras
set crypt building skin to
10472 and set up steam item and temp icon
industrial shelving texture pass updates
Bowless Crossbow - updated textures, added transmission texture to bowstring
Set up inputs for new RRP compatible standard shader
Apartment complex b fixes
Split the roof into multiple objects
setting up crossbow bowless vm prefab and anims
Probably fixed Linux build error
Mention sv_nomap_timeout in "no map" warning (once)
CS:GO missing map icons
Reject invalid Water shader combos
merge from render_pipeline_testing
fix vfog density map not using configured shore distance falloff
Merge from viewmodel_early_disable_fix
Revert change to PlayerAnimation.controller and remove the new StateMachineBehaviours for it, they were fucked
refactored to ScopedOcean to setup fixture-scoped flat ocean
Bunch of more inconsistency fixes.
minimum setup required to run a test with ocean
setting up crossbow bowless viewmodel prefab, rig and anims
Merge from viewmodel_early_disable_fix
Fix issues with viewmodel and playermodel hold type override lingering around when holstering grenades normally
New issue where setting the playermodel hold type override to persist no longer works correctly with 'client.prediction' off or when seen on other players, will look at next
Updated PlayerAnimation.controller:
- Added PersistHeldEntityHoldAnimationOverride state machine behaviours to 'attack' and 'throw' states