111,518 Commits over 3,928 Days - 1.18cph!
world_update_2/radioactive_water -> world_update_2
Merge radioactive_water -> world_update_2
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Added --main container too
Merge: from main
Tests: built all modes in editor
Update: document and test StringView.IndexOf
Tests: ran the new unit tests
Prevent being able to bully wolves by repeatedly shooting at their feet to scare them away, fix wolves trying to cancel their reaction to fire
Streamline wolf interruption behaviour, assign target upon hearing noise
Polish and budget NPC hearing, reduce charge range
Radtown no build increased
Dropzone position change
S2P
removed hurt volume from the frontier gate
fixed offsets in the frontier gate prefab
setup renderer lod on the frontier wall variants
WIP editor for TweakUIPresetSelect for easier editing of preset blocks
Applied new changes to ak for testing
Exposed support for IK hint on left hand
Simplified editing process, eliminated a few button presses
Similarly, increased the player check radius on BaseSpawnPoint from hard-coded 2m to 10m. Added OnDrawGizmos to BaseSpawnPoint to visualise the radius.
Due to how this is implemented, RadialSpawnPoint now uses 10m by default as well, but I've increased it to 20m manually for all scientist spawns. 10m is probably a better default anyway since we use the same spawn script for barrels etc as well.
Added playerCheckMargin as an additional margin around the spawn radius for human player checks in RadialSpawnPoint. New default value is 20m. Previously this used a const of 1m, so this does significantly change the behaviour of all existing RadialSpawnPoint users, but it prevents NPCs spawning closely to players.
Sample three points from the aim poses instead of two, use barycentric co-ordinates to blend between them
More robust code for RefreshLockState
Hopefully fixed modular car code lock showing green light instead of the intended red after moving out of network range and back
Update model components, disable deprecated stuff
Fix conflicting right hand aim
Added wallpaper pack icon
lods and collision for frontier walls
Fixed deployables being placeable on the digital clock
Changed GCO category to Weapons
Added convar for opening directory folders (only works locally)
Can be used to setup binds to quickly open screenshots/demos/maps etc
More null checks in WallpaperPlanner.OnFrame
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