241,151 Commits over 3,867 Days - 2.60cph!
Weapon rack pass - crafting, icons, HP, protection, desc, name, no longer appears in loot tables, volumes and sockets
Fixed repeatable missions
Activity changeover
Fixes
Allow repeated missions
Repeatable cooldown
Deduct requirements, base basics
More more stuff into typescript classes
Activity complete modal
WIP fail states and dice rolls
More fail states, including damage
ID's, prereq support
Leaderboard backup, run #5045
Got the double-layer model interaction when using the skin viewer in the item store working correctly
Hacked around vital display issues
Convert resources
More icon fixes
Ignore rider files
Partial ts migration, babel is broken
Switch to gatsby
Merge branch 'gatsby'
Tick hunger down over time
WIP activity reqs
Updated minicopter and scrap heli repair sounds
Fixed gunner UI showing up for the driver
Add zipper sound when dropping backpack
Allow empty backpacks inside normal inventory & chests
Properly load resources from csv
Vitals setup
Citizen: disabled viseme prefab by default
Merge Main -> Attack Helicopter. Now with a merge that doesn't even crash Unity!
Install skia
Progress stripping out reanimated v1 map code
More, but stuck for now because I can't get Skia to load the map image
Add blue backpack icon the backpack item (instead of saddle bag placeholder)
Add backpack button to drop backpack on the '~' key (backquote)
Must hold button for >0.5s
Change backpack to resizable loot panel (from generic)
Change test backpack size to 24
Move VendingMachineIcon component to the correct folder
Rewrite ToggleSwitch component using modern reanimated
Cherrypick
85726 (water NRE in editor)
Don't UpdateRenderTarget when the editor is paused (throws NREs)
Reimplement inventory slot for backpack
Fix CreateParticleSystemNoEntity crashing when particle are removed
Change "Bad map" disconnect message to something more useful
Citizen: added debug_animation_scaling anim
Fixed "Missile Silo computer station kills you on mount"
merge from campfire_tugboat_visual_fix
merge from water_component_stacking
Stub for MeshDistanceFieldFromRender
Only assign firstHit when we hit something, doesn't have to be on first iteratio neither
Lower eye height for slide, can slide through lower gaps
First iteration of vault mechanic (jumping through windows, quickly over short ledges
Turn VaultMoveMechanic.IsDebugging off
egg
boss egg laying, stim shot buff
more rarity upgrades
changed spiker movement
exploder tweaks
bullet lob upgrade
focus fire upgrade
fear damage reduce upgrade
full hp reduce dmg upgrade
self dmg reduce upgrade
self dmg icon
Cleaned up most warnings
Load activities via csv
Change backpack container to a dedicated slot for the backpack instead of the contents of the backpack