106,599 Commits over 3,836 Days - 1.16cph!
merge from camper_updates
merge from ik_rotation_fix
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Corpse init process cleanup
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Removed my CheckSleepState method from BaseCorpse. I think putting the base RB to sleep while limbs were sometimes still awake was the cause of the unusual stretching that sometimes happened.
Fixed having the ShouldSyncJoints check exactly backwards
Fixed missing rigidbody assignments
Added ShouldSyncJoints check to SyncJointsToClients
Help text extra info for ragdollVehicleCollision
Remove ArticulatedOccludee script frmo server-side corpse
Fixed rotating platform scaling causing zero'd prefabs to enlarge.
Added idling character preview + looping timeline.
Moved idle anim directory
New ConVar: ragdollVehicleCollision
Turns ragdoll collisions with vehicles on and off.
Merge RagdollRewrite2 -> PhysicsLayerRevamp
material changes, removing coloured variants, building it to base material
No need to call CopyBonesFrom if the corpse is the ragdoll
Buoyancy adjust to match old behaviour
Set up ragdoll buoyancy. Update arrays.
Increased ragdoll solver iterations to decrease jitter
Cherry pick tugboat model rename
Rename my driveable tugboat variant model to tugboat_a_driveable
Show an icon next to the zone the player is currently assigned to
Start loading the server info as soon as the info popup opens for faster joining
Use a separate convar for specifying the API endpoint for the server list so clients can actually change it
Update FP.Nexus
merge from main -> analytics_held_items
Melee weapon adaptation WIP
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merge from auth_ticket_fix
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Updated all scientist AI designs to now have a % chance per tick of continuing to move to chase position in Chase state when the player is LOS, instead of just stopping when LOS and switching to combat state.
Scientists now also run attack tick in chase state.
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Updated scientist AI designs to enter combat state not takecover when initially attacked
InstancedRenderer will take into account if the mesh wants to recieve shadows, cast shadows & light probe usage
Shadows moved from MeshRenderer -> DrawMeshInstancedIndirect()
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merge from building_skins_3
enabled forceVisible flag on SC skin RendererLODs
Added rendererbatch components where it made sense