106,420 Commits over 3,806 Days - 1.17cph!
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Moved some visual stuff from the projectile to the launcher attack, where it makes more sense.
Manually painted in some motion vectors to fix backblast float effect.
Fix GlobalNetworkHandler not picking up all entities when first loaded into an existing save
some more cleanup and a potential NRE fix
Removed duplicate gibbable script from standing weapon rack
updated textures and materials
Merge from elevator_io_display_fix
merge from transparent_footstep_fix
Merge from building_skin_tier_fix
Merge from sewer_branch_water_fix
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S2P mining quarry monuments
S2P monuments containing pumpjacks
Improved animation transition when deploying parachute quickly after jumping
Show a dedicated first person canopy
Fixed screen shake of any parachute affecting every player in network range
Added debug.spawnParachuteTester
Spawns a bot at the players position + a given height (defaults to 20m), copies the players inventory to that bot, adds a parachute to inventory and deploys the parachute
Handy for testing and target practice
Merge Attack Helicopter -> Main
Fixed regression causing all random variants of the abyss suit to show at once
Reduced attack heli speed and agility
Merge Main -> Attack Helicopter
Switch ParachuteSeat over to SledSeat class for IK handle support (eventually)
Move visual art to the wearable via a new parachute.back.deployed hidden item
Fixed BoneRetarget scripts causing pooling errors
Merge from airpatch_media
Merge HeliDamageTexture -> Main
Fixed DamageRenderer and EmissionToggle scripts not handling the case where a material has other properties set elsewhere. Fixes attack heli headlights and damage texture interfering
Reinstate damage texture for attack heli
Merge from global_networked_bases -> aux2
Merge from main -> global_networked_bases
Overwrite libsqlite3.so if it already exists
Update global_networked_bases/2021
Merge from global_networked_bases -> aux2