126,618 Commits over 4,109 Days - 1.28cph!
Fixed easter egg hunt missing phrases
Multiple harbor_1 bugfixes
Added more zipline points to make it easier to access the cargoship from the rooftop
Slightly expanded dock grounds to make it easier to access side doors from the island
Scene2prefab
Fixed issue preventing harbor 2 from being considered as a docking point
Modified shader to be more explicit about render paths
Prevent cargo from trying to leave the map mid dock. Now waits until docking has finished before leaving.
Fixed bug causing cargo to freeze when swapping between standard points and approach points.
Bowpoint used for steering throughout
player update. setting up p17 weapon
player update. metal detector entity item held position edited and override controller updated with latest idle pose
Disabled snapping when in a building blocked zone
Fix clothing being equipped when hover looting into backpack & backpack is full
Added more speed tree test data
adding speedtree test assets
Further work on speed tree
Fix hover loot not working from backpack -> vending machine
Cargo ship side doors / Fixed intersecting geometry / Moved some interior props to compensate for geometry changes / set the door slightly deeper to prevent intersecting with the frame
Fix backpack UI staying active on screen after backpack is closed
Deleted Minigun World Model Texture PSD Files
Imported Minigun World Model Texture Targa Files
Re-Setup Minigun World Model Material
Merged in harbor_tweaks_4_cargoship
Merged in harbor_tweaks_4_cargoship
Reposed Burlap Shoes to match updated player rig
Prevented cargo from waiting twice
Improved reliability of throttle - cache old speed and use it if unsure of next waypoint speed
Fixed isues causing follow to zero rotation on approach
Fixed cargo speed limiting bugs
Cargo now looks at previous node to find desired speed
Snow effect mat config, specified mask for volumes
Cache walkable navmesh layer.
Added convar'd damage deploy check interval.
Codegen.
edited minigun viewmodel anims
Check for valid navmesh at scientist spawn points before deploying.
Handle missing navmesh.
Added Environment Mask field to MaterialConfig and moved MaterialSetup.Setup() call to Start()
fixed the collector bucket in trasinyard having an offset
Randomise between take cover and combat states when spawning scientists
Updated the prop folder prefabs that could to Material Setup technique for snow cover
Disable log spam for proximity manager
Harbor_1 curve adjustments
Remove storage code. Only run stabilisation while bike is awake.
Audio adjustment for gears + cleanup