106,373 Commits over 3,806 Days - 1.16cph!
Save the equipment & storage inventory separately in protobuf
Don't show "Open Storage" menu option if they have no saddle bags equipped / no storage slots
World models for DraculaMask/DraculaCape
Reworked the train signal lights and lighting.
vampire stake loot spawn (small loot bag)
bonus loot for scarecrow kills with vampire stake
increased chance of additional frankenstein parts
Create seperate loot panels for horse equipment + stats & horse storage to support >6 storage per saddle bag
Increase saddle bag from 6 -> 12 storage slots again
Split into two inventories: one for equipment, one for storage (rather than first 4 slots being only for equipment and using clientside loot panel to pretend they are different)
Create a new menu option for "animal storage", keep examine as the equipment loot panel
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DraculaMask fits over a bandana
frankenstein buffs, light vs heavy is more apparent
increased base frankenstein health from 100 to 150
Tweaked entrance heightmap to fix odd foliage placement
lr300 holdtype override updates
updates to push gesture asset and gestures animator
Merge from rail_network_link
GenerateRailLayout improvements
CreateRailCostmap improvements
Removed redundant print statements
disabled wind on Dracula Cape
Fixed broken vertex alpha in all train tunnel stairwells and corridors
Waistcoat fix for DraculaCape_Cinematic
Added shirt/vest to Dracula cape
Improved cape setup
Reverted back to using line renderers for camera frustum.
merge from wire_tool_reconnect
Updated Player Image and Name Position for First Wanted Poster Variation
Added Second and Third Wanted Poster Variation
Added Second and Third Wanted Poster Materials and Models
Setup Basic Prefab for Second and Third Wanted Poster
Updated First Wanted Poster FBX to have correct position, so shouldn't clip through walls anymore.
merge from cinematic_tools_changes
merge from base_decor_DLC
Updated all triggers that needed the new Physics Debris layer. Required S2P on excavator and junkyard.
Fix up kayak tutorial stage
Delay recycling the island until the player has respawned on the island, fixes a heap of bugs and looks a lot nicer
Parent dropped items on trains. Even though item behaviour when entering or leaving a trigger isn't great, they get very confused about the kinematic movement without being parented.
Dropped items now use Continuous Speculative collision all the time, the only usable mode for vehicle<->item interaction @ 16Hz. The mode can occasionally cause small dropped items to fall through terrain, so DroppedItem has a new terrain check that activates if required and puts them back on top (will not affect intentionally dropping items under terrain as admin).
Setup push gesture, assign to double door and adjust timings to match
Added HalloweenMummy cinematic textures/materials
Prevent wanted poster saving debugging screenshots in builds