113,870 Commits over 3,959 Days - 1.20cph!
Splat updates for 8 channels.
Scene org & heightmap polish.
Initial states wip.
Held entities can now block sprinting.
Reduce movement speed and block sprinting when in sweetspot detection state.
Initial UI setup/prefab/boilerplate code.
exported new player crouch set of unarmed anims
Added console command to set player health, food and hydration.
skinning knife
viewmodel and world model / lods
materials and textures
initial prefab setup
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Attempt at fixing contacts Graphics.CopyTexture error
exported new player rifle run and crouch animations
Added hide sash convar. Will work on alive players and corpses.
Rads are now disabled whilst in god mode. Refillvitals now removes rads.
Basic initial item/prefabs setup
Improve look hit detection for custom weapon racks
legacy wood shelter final art / basic deployable prefab setup
merge from water-camera-fixes
First attempt at moving over the contents of the scene into the prefab
Some light scene reorg to better support this transfer in the future
First pass on a mesh export of the terrain, mostly copied terrain shader across (see Tutorial Island_mesh in scene)
Adjust size of tutorial island prefab to match new design
Also adjusted network group handling to match
Turn off night vision goggles if mounted on a trophy
Merge TrainSignals -> rail_network_link
Small trophy font fixes
Large trophy deployment fixes
Fix brief green flash in a different way, without requiring recursive calls
Add RefreshLightState to profiler
Fixed bugs with signals that were right next to each other, etc. Killing my recursive RefreshLightState until I stop it stack overflowing on complex rail networks.
A proper signal light refresh system
Fixed wanted poster renderer not working if player hadn't opened the inventory yet in that session
Wanted poster person picker will now display players marked as an enemy in the contacts system
Show translated name on crosshair interaction option, even if phrases haven't been built yet
Signal lights now working correctly in test scene, detecting trains etc on rails and changing lights to red/yellow/green as expected
Setting up spline move methods to be more general
Merge /main/media_projects/vcam-fixes/
Merge from /main/water-camera-fixes
IsUnderwater now computed at OnPreRender stage after LateUpdate
Terrain>mesh converter into 3rd party
Terrain refining
Fixed some rock_formation_small_x not having shore wetness
3p rifle aim pose, lr300 override updates
exported 3p rifle jogging set of anims
merge from main -> backpacks