113,184 Commits over 3,959 Days - 1.19cph!
Reposed burlap shirt to match updated player rig
Reactive target will now only reset itself after being knocked down. Powering the lower aux input will keep it lowered
It will not generate and pulse 1 power when lowered manually
When both aux inputs are powered, the one with the highest power taakes over
minigun viewmodel exported with ammo belt
Removed a bunch of throttle lerps and rotation lerps when docking
Fixed deferred decal not blending specular
edited minigun world model anims
snow effect asset - updated color alpha value to be 1.0
Deploy & recall smoke grenade usage (convar'd)
Screen stuff & related shader+files.
Shorten large gamemode tags (monthly, vanilla, etc) down to a two characters (^a^b^c)
Expand tags back to full values when creating ServerInfo struct
Updated UI/Default ASE template to avoid name clashes with existing properties
Move hash & status from server tags -> rules
Reposed burlap pants to match updated player rig
Minigun ammo backpack fixes/cleanup
setting up asset zoo scene for snow setup ahead of time
exported latest minigun ammo backpack
MonumentIsland_Bradley test scene
Added Minigun 4K Textures
deleting unused coaling tower models/prefabs that were redundant
Updated snow effect material config
added dynamic_container_style 1/2/3 prefabs
Merge from harbor_tweaks_4_cargoship
Update harbor_1 movement prefabs
Add a debug visualisation to the harbor proximity manager
Subtract
94449, causes ships to get stuck when docking
Hooked up the sunken crates animation on harbor_2
Angle the ship directly at the target in TriggeredEventSpawnDockingTest to reduce excessive turning
Adjusted parenting layers on swing bridge to support ragdolls, dropped items and other vehicles
Tried to fix broken swing bridge animation
Fixed weird cargo movement bug
Merged electricity_power_fixes/randswitch to Aux2
Added cargoship save support
Ran protobuf
Merged electricity_power_fixes to Aux2
Flipped harbor 1 path
Adjusted swing bridge animation
Smoothed approach path
Still broken spawn nearby command
Fixed wire tool not clearing active wire when right-clicking while looking at another IO entity
Set up proximity manager for harbor 2
First pass swing bridge
Harbor 1 ladder and parent triggers
Cranes reset to their starting angle after a move
Cranes now adjust the height during the move if placing the container on a really high destination
Setup harbor_2 cranes and container spawn points
Applied new container spawn point decal art, removed placeholder white cube
Initial docking path for harbor_2
First attempt at spawn near for docking command
Fixed fuel generator aux inputs draining power
Cargo decides what harbor to dock at based on spawn distance
Cargoship now moves around the island anti-clockwise