131,990 Commits over 4,232 Days - 1.30cph!
enabled RW on balloon gibs
set mixedclump as hidden, uncraftable
merge from naval_update/deep_sea
Make sure the weather isnt stormy in the deep sea when opening
The waves were messing with the boat buoyancy during the spawning phase
moved easel to deployables folder, set up very wip deployable
merge from fix_health_info_popup -> main
pt_boat_turrets -> naval_update
Water junkpiles are now destroyed if hit by player boats with a mass of >= 2000.
Added IDestroyableOnPlayerBoatCollision.
Added JunkPileWater.DestroyableByPlayerBoats and JunkPileWater.MinimumPlayerBoatMassToBeDestroyed server vars to toggle and control behaviour.
merge from fix_health_info_popup -> main
switch from syncvar to RPC, just makes it simpler in this case
Added soome more null checks in handle aiming - should stop on mount nre
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- Fix turrets randomly snapping to stupid rotations for no reason
Cocoknight torso and legs reposing
exported latest lr300 space vm anims
naval_update -> pt_boat_turrets
Increase FOV networking bits from 8 to 16
Since they are floats, they need a bit extra to maintain precision
Network CallOnClient and HUDWeaponPickedUp using EHANDLE
* It was using EntIndex, which is not reliable and could cause wrong entities to be used for those hooks.
Front 50cal animation updates
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Cocoknight armor head and gloves reposing
merge from naval_update/deep_sea
Fixed rhib map screens masking:
- switched to rect 2d mask
- added support for rect 2d masking in the map shader
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Switch lastattackedtime to use Epoch time so it can network properly
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Updating v4 sitting anims
Added ambience beds to the casino area on the floating cities
Reposed Chicken/Horse costume
- More updates to glass position (was still flickering in ADS)
- Reset scale on viewmodel and added offset to re-factor position change
- Ironsight tweaks
positional changes to ammo counter fx
added viewmodel camera animator
adding viewmodel animator, removed alt anims
Setup Salvaged Cleaver Remake Folders
Added Salvaged Cleaver Remake Textures and Viewmodel
Setup Salvaged Cleaver Material
set up ammo counter UI to work with viewmodel renderer
merge from space_station_building_skin
Viewmodel prefab changes for ammo display
merge from naval_update/deep_sea
texture updates and buildingskin save files for easier testing
removed float on prison barge
- New export of viewmodel rig file
- Removed stock influences
- Re-positioned weapon in source file
- Re-set up viewmodel prefab with final model
- removed collider on ammo counter glass
- Moved UI forward to fix z fighting