121,438 Commits over 4,018 Days - 1.26cph!
Refactor ItemOwnershipShare to have `.IsValid()` method (since it's a struct)
Add ItemOwnership to the protobuf of an entity
- allows us to save the ownership that the item of a deployable originally had
merge from laserlight_green_fix
Add ownership phrase to easter egg items
Add ownership phrase to christmas presents
Add code support for ownership to ItemModUnwrap (christmas presents & easter eggs)
- also adds support for items spawned from a loot table to be created with ownership
Fix Christmas Presents & Easter Eggs not giving items
- Unity bug from primitive where it was serializing `allowedItems` cached array as an empty array instead of null even though it was private
Fixed laser light color selection showing red twice - green was using the red token
Add ownership when item is taken from advent calendar
siegeweapons_terrain_proxy_fix -> main
Put on the other catapult World Colliders
- Beehive trigger fix
- More material changes
merge from sirenlight_culling_fix
Fixed siren lights short culling distance
Some optimisations, added a missing LightAmbientLOD on the point light
More circular test bee particles
Two more ways to try and record a players water level for more accurate Bee Behaviour. Use water factor, time since last water splashed and wetness values to try and get a decent view of a players water behaviour
Hazmat suits and wetsuits now stop the player from getting wet when water is splashed on them
Removed ItemInformationPanel.EligableForDisplay warning log
Swapped one hack for a different cleaner hack when handling bee sting damage
flameexplosive_effect_alignment_fixes -> main
Fixed Flame Explosive splash effect not listening to normal alignment
merge from horse2_fixes/handling
Fixed horse head motion going crazy at low framerates
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merge from horse2_fixes/handling
Fixed horse steering tip never stopping from showing up
Steam stat was not properly incremented
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Fixed DLSS server compile errors
Merged DLSS/DLAA AMD crash fix into main
Updated MenuUI.Options.Graphics prefab to have DLAA again and added a script that disables DLAA and DLAA when they aren't supported
tiger ledge attack reexport with no vertical movement
Merge from fast_debug_draw (expand character set)
Expand character set of fast debug draw to all of ASCII and some useful characters from CP437
- Better fix for tiger behaviour ping pong
- Further experimental changes to fsm declaration style
tiger ledge attack rootmotion bone now aligns with the hip bone throughout the animation
- Updated the DLSS plugin to include a hardware support check.
- Added a script to the DLSS and DLAA options in the MenuUI.Options.Graphics prefab to disable them when DLSS ins't supported.
reverting flashbang anim controller change
- added asset folders
- added viewmodel blockout to viewmodel prefab
Adding first pass chicken reaction animation
merge from flamejet_optimisation
Make sure to exclude flamethrowers from the FlameJet changes on
113874
- Fix tiger going back and forth between slow sneak and fast sneak states
- Introduce shorthand notation for FSM transitions through logical operators overload
- Remove unused states