198,704 Commits over 4,140 Days - 2.00cph!
Pull over methods use the brakes like everything else
Is server check on client scripts
Refactor vendor prefab into categories
Rework game_text rendering clientside to allow for 256 channels (from 6)
Also limit hold time to 0-300 seconds.
Allow 3 separate number inputs to certain mesh.* functions
mesh.Position
mesh.Normal
mesh.TangentS
mesh.TangentT
Only allow dx80/dx90.vtx files in gmpublisher
Fixed materials with matproxies sometimes getting permanent artificial refcount
Do not unmount server .GMA file for now
rolling/pitching with controls
Fixed vendor spawn orientation
More consistent pulling over positions
Increased vendor mass and drag
Serverside overriding of active item if restrained
storage building large progress
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Prevented vendor from tipping over in some scenarios
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corrected some texture settings for roof asphalt
corrected some small rotation errors in storage warehouse prefab
Removing BuildOptions.CleanBuildCache as a test (had issues on 2021 without this, giving it another go on 2022)
Set electrical heater light shadows type to hard (soft shadows were murdering performance)
Fixed LightLOD always setting light shadows to Soft instead of choosing the mode set in the prefab initially
merge from searchlight_fixes
merge from invisibleplayers_fix
merge from bradleyvisual_merge
Burst upgrade 1.8.13 -> 1.8.15
merge from electricalheater_fix
backup storage building large
Fixed electrical heater not deployable on armored wall hard side
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player update. shovel entity updated so the shovel is held correctly on 3p animations
vm handcuffs
- added hit anim
- udpated animator
- added anim events to attacks
- organised folder
- added effects folder & effects for events
reworked shed support beam UVs for new texture
disabled animation on dpv
Added attack_hit_kidnapper (temp duplicate) and assigned in controller.
updated vm handuffs animator to work with baseMelee setup
Merge from snow_effects_roll_back_and_meshLOD_conversion
merge from snow_effects_roll_back_and_meshLOD_conversion
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Created a tool to print out any RendererLODs in the loaded scene that can be converted to MeshLods (Tools/Optimize/Find convertable RendererLODs in scene)
Went through each monument looking for stragglers, some notable finds:
-the xmas set dressing prefabs for compound and bandit town were largely still using LODGroup, almost all of these are now MeshLOD
-converted several rooms in a few monuments that were completely disconencted from their root assets (mil tunnels most notably)
Fixed sidecar bike pulling to the right