30,724 Commits over 3,867 Days - 0.33cph!
added AnimationEvent "SetIKWeight" that will allow turning on/off the IK weighting.
Added burlap trousers item
Added blueprints for a bunch of items
Added low grade fuel item
made a new material for the burlap trousers
Added tons of new bushes and trees (shit's gonna be broken, please direct all flames directly to @peturah)
Protocol++
added a burlap trousers prefab as requested by the Burlapian gods.
Skinned "burlap trousers" are now rigged to the player model (has LODs as well)
Enforced law & order on the nature assets
made a bunch of tweaks to the 3rd person bow and hatchet animations
Moved the tree billboard generation scene from art branch.
Added barebones of the terrain carving system
Fixed a few accidental soft tab indentations I commited (switching editors is hard :>)
Added revolver world model
Added Icon render scene
Fixed some materials
Added hatchet player deploy / holster anims
Renamed basic_torso_LOD0 to burlap_shirt
Added burlap shirt item
Added Skin-Clothing Shader (with alpha testing)
Tweaked player skin
Tweaked basic_torso material
Added RagdollInteritable component
Ragdolls now inherit effects attached to the player's model (blood squirts)
basic torso prefab, hopefully this time not empty
Fixed wolf ragdoll having no mesh
basic torso and materials
Ironsights now listens to an animation curve called ironsightstrength
Bolt rifle ironsights zoom out after shot
New placement shader and prefabs.
Made AI part ticks distribute more evenly between frames
Server performance tweaks
added pickaxe animations to the Player animation controller.
adjusted the wm_pickaxe model so it's properly aligned with the animations that are currently in place
updated the player animation controller to include rock animations ( idle / deploy / holster / attack )
Basic animal animation controller, speed variable
Fixed position being stomped when running Scene2Prefab
Fixed wolf monument missing wolf
added deploy/holser/reload functionality to the player animation scripts; enabled the overlay_ whenever a holdtype changes
tweaked teh fur shader so the rimlighting is not so harsh at night
Fixed addressing errors in pvt when pages were removed
adjusted position/rotation settings for boltrifle/bow prefab
Added rock deploy / holster holdtype anims
updated player torch meta file
Added Conditional -> HasItem
Added Action -> LockUnlock
Added order to context menus
Clicking outside of menu now closes it
Can now lock/unlock door when holding matching Key
Added Bill's door model
Fixed some warnings
Should be able to shoot through doors again
Added Conditional -> CanCraft
Added Conditional -> IsLocked
Added Action -> Craft
Conditionals, Test now get BasePlayer
Renamed Item.lockTime to busyTime to avoid confusions
Can craft key from door (key doesn't do anything yet)
Fixed errors when no spawn handler (dev maps)