113,550 Commits over 3,959 Days - 1.20cph!
merge from Storage_Monitor_Fix
merge from FixProjectileShenanigans
merge from SubProjectileFix
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Lerp the anim blend param value to smooth out stutters.
Remove some now unused code.
Added missionshud.blockdisplay convar for filming
Started taking a better revision of all of the tutorial videos to fit the new format
Fixed burst icon not updating until the player mouses over the item icon in builds
Now updates on flag change, so immediately
Fixed burst icon not working on weapons with built in burst capabilities
Cherry pick
91313, ignoring traceability
Merge from burst_icon_merge
Cherry pick
91315 ignoring tracability
Move large backpack to different folder
Make the small backpack green as a placeholder model for the large backpack (so it looks different)
Fix backpack inventory not expanding to larger amount of slots when backpack item is changed (seemingly a bug with all player containers)
Removed "WIP" text from backpack because it looks stupid & too small
Just assume the green backpack is a placeholder model
Un-delete the small backpack item (whoops)
Added some protections for null user names in the friend picker UI
Fixed heavy scientist figurine getting picked up as the hazmat version
Added large backpack item
Placeholder amount of slots (helk will assign intended values)
Add "WIP" text to backpack icons
Clamp backpack item icons to 256x256
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updated anims, skinning & anim controller
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Compressed Burst Module png to be the same size as other weapon attachment icons. 80%~ reduction in size.
DroppedItems can be marked to not combine.
Dug up items set to not combine so they don't auto merge if the flags are close together and their items are left on the ground after digging up.
Nixed fisheye distortion on NVG to stop UI markers from getting offset.
Move camera back up to default view when leaving sweetspot scan mode.
Cleanup.
player update. setting up cross bow anims
Shovel item can now be used for digging flags up.
Set some placeholder shovel values.
Tweaked sweet spot detection range to be more lenient.
Sanity check player to flag distance.
Bit of cleanup
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anim updates, transitions, animation controller setup
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Fixed NRE whilst reloading and switching between inventory/hotbar weapons
Ensured all neon signs stack to 5
Fixed bug causing unpowered turrets to turn on the light attachment of a weapon even when unpowered
decal layer change on some materials
removed exit time when going into scan