106,372 Commits over 3,806 Days - 1.16cph!
Fixed dracula mask crafting
Mask now protects head instead of body
Fixed guitar skins not working in third person
Disable trophy gathering from butcher knife
Setup new skinning knife
Fixed some decor dlc stuff being marked as researchable
Temp categories on wanted posters
Fix wanted poster screenshot sometimes including the local players clothing
Enabled the trophy drop on sharks
Don't let torch holder clip through ceiling
Fixed a misaligned deploy volume on the fish trophy
Fixed stag trophies not working
Subtract
88893 and apply LOD differently, broke a few edge cases
LOD adjustments for torch holder
Offset and adjust entity bounds for wanted posters to fix not being interactable/visible on some building grades
Set up wanted poster variants as skins
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legacy bow texture resize
world model / lods
intial prefab(s) setup
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Add `ammoCount` to Item and fallback to the item's ammo count when inside a chest / locker / player inventory (other than hotbar)
Track all items on the server in `ItemManager.serverItems` dictionary so the item can be updated every time the `BaseProjectile` ammo is modified (normally it only can find item when inside player inventory)
Save ammoCount in protobuf as an Int where 0 = null, 1 = 0, etc (since protobuf doesn't support nullable types)
legacy bow initial setup
viewmodel, textures and materials
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frontier_mirror variants, gibs, setup prefabs, icons. cleaned up temp folder
Holding shift while right clicking items into the repair bench will apply the last skin automatically
Allow skinning <0.75s but don't play the effect if it occured under that delay
frankenstein table craft fix
Only save number of storage slots for client, let server recalculate them on startup
Fix using phrase `Examine` instead of `Loot`
Add `CheckParent` as an optional parameter to the `MaxDistance` attribue instead of manual checks
Apply `CheckParent` to Keylock as well
Apply same fix to picking up the codelock
Fix not being able to enter code on one side of the door, when you are too far away from the codelock but within interaction range of the door
Merge from main -> horse_loot_panel_fix_2
Major cleanup, simplification and optimization to mesh-based terrain shader support
Add IO slots to spooky speaker to turn it on and off, no power required to run
merge from rockingchair_remove_prints