110,897 Commits over 3,897 Days - 1.19cph!
Fixed battering ram hit anim
merge from indirect_instancing
Fix Awake() and OnDestroy() not being called for IndirectInstancing in standalone builds
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battering ram
- new broken state
- animator updates
- added 'broken' bool
Have scientists only crouch when their cover is low
jungle_ruins_e more complex layout design
main -> 4ShotMiniCrossbow
Implemented battering ram rig and animations
deauth_toolcupboard_lock_fix -> main
Deauth/Auth radius command now works for the locks on Tool Cupboards
Clean: fixing typo in "ServerProfiler::AppendNameTo"
Noticed when working on now-discarded assembly name skipping
Tests: scripts build in editor
drag support across plane defined by first click for all 3 modes
- also actually hooked up the clear button to reset the block
Make scientists approach by sprinting or sneaking from cover to cover
Fixed battering ram back door flickering
Adding split fbxs for battering ram hardware rig
merge from indirect_instancing
Add an additional null check when removing instances
dropped min-carve in gui to 1, though it can be a little inconsistent on border edges
mostly breaking ice triplanar but forcing it to use local position for triplanar shader for now while testing in-gui sculpting
Updating battering ram rig hierarchy
Added knight armour dlc 4k cinematic textures for media
fixed offset of lod transforms in jungle_ruins_walls_corner_B_02 prefab
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merge from qol_report_server_rules
merge from workshop_scene_update
Updated knight armour dlc materials and textures
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Merge from magnetcrane_deathscreen
Added forceDisableTurntableInItemStore option to steam inventory items, allows us to disable the 3d render in the item store if there is an issue (better approach than just hardcoding ids to check)
Enabled on advanced xmas lights
Updated invisible admin cube + wall so they can be removed using ent kill
Added a prevent building volume to mine_tnl_entrance_xmas, fixes small space where building was possible in xmas tunnel entrance
Fixed shield resetting to idle briefly in 3rd person when getting shot/hit
Added magnet crane avatar icon for death screen. Updated entity with prefab information.
merge from hexagontile_kill_fix
Disabled saving on hexagongrid.entity
Improved projectile hit handling for shields
Due to the thickness of the player capsule on the server the player often fully encompasses the shield collider, leading to the shield missing shots that it should be blocking because the shot hits the player first
Server fired and player fired projectiles now do an additional check when damaging players to see if the shield should block the hit by checking the racyast against the equipped shield
merge from socketmod_handles
Changed SocketMod and DeployVolume gizmos matrices so they don't take scale into account
Fixed melee vm hit block animations not playing
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Updated muzzle boost description
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