240,927 Commits over 3,867 Days - 2.60cph!
Cherry pick warning sounds
Remove unnecessary script from attack heli
Updated my inventory loadout with homing rockets
Fixed homing rockets not being able to lock onto player helicopters
Use first person with arms view while flying the parachute, use new IK fix for first person arms so it all syncs up nicely
Fixed flare FX behaviour problems
New flare use input for pilot. Uses up a flare and shows flare FX. No functionality vs. rockets yet. +Manifest.
Backup: F15E Cinematic prop prefab + textures (from Alfie)
Fix multidraw convar so it's enabled by default
Cache meshes so we don't copy the same one to the GPU multiple times
Add memory usage of multidraw buffer
Update keyboard input actions
Update to use new inputs
Add ability to copy selected pixel color
Fixed some issues in the last commit
Don't do hand IK during the parachute deploy animation
Added new SetParameterAnimatorBehaviour component, should be useful in the future
added anim for canopy with handles tucked in
radar lock alarm audio files
Add an extra shader param to StandardMap to overlay detail on the map
IK hands to handles (still a bit broken during the deploy, will fix next)
increased player input scale ( after dampening player anims)
Add clan.editsRequireClanTable convar so servers can enable clan edits from anywhere
Scrap heli minor population convar fix
Tool to list all shaders (so we know what shaders to pay attention to)
Fix shaders to make cliffs work with multidraw
Set default mode of copying meshes via GPU (CPU mode has incorrect indicies for cliffs)
Fixcars convar adds flares. Manifest update.
Merge Main -> AttackHeliFlares
Fixed regular hazmat tank not getting re-enabled after unequipping a hazmat (pooling issue)
Merge HAB shared damage -> Main. Had to disable HAB armour damage texture again for now.
chute anims and animator update
Merge HAB Armor Damage -> Main
Set up HAB armour damage visuals
Fix potential NRE when opening Station Screen
Remove skeleton void ptr from aggregate, out of game wont have a skeleton instance. Get skeleton from entity id -> body component
Standardize the way we detect meshes with read/write disabled
Merge Bill's hammer repair branch.
Removed my commented debug logs.
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Armor now modifies HAB health directly.
Armor entity forwards damage to parent HAB.
Save/load support.
CModel::GetAllHitboxSets and CModel::GetAllHitboxes
Ignores mesh group mask when fetching
Add OpenPicker that accepts a lambda
Replace semi modal browsers with our own C# picker in all tools, missing sfm
trash_pile asset sets a, b, c initial check-in
https://files.facepunch.com/jason/1b2911b1/opera_oHUwXtOCRu.png
Panel.GetNumLines works with TextEntry
Fixed crashes with filesystem printing warnings