121,133 Commits over 4,018 Days - 1.26cph!
removed unused mat
impostor assets
billboards setup
lumberjack hoodie skin fix - assigned skin script to hoodie item in male and female prefabs
Fix test item after merge
reset positions of codelock and storage adapters on medieval large wood box - now the same as default large wood box
collisions for strangler figs and sound triggers in foliage
Merge from menu_friends_list
Merge from menu_friends_list
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Random instance rotation, pack instance data into halfs, fix hash inconsistency
Fixed an industrial NRE due to orphaned Industrial attachments
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Hopefully fixed vehicle NPC dialogue options not appearing for non admins
Ballista collision iteration.
Catapult collision.
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Ballista collision impact fx.
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Fix some first person spectate issues with shields when going in/out of debug camera
Sped up cata ammo fire a bit.
Fixed child entities not being copied over when reskinning a large wooden box
Fixed back holster offset on knight chest piece (again)
Fixed some impact gibs getting stuck in walls.
Catapult scattershot tweaks
Restored battering ram head collider pos
First person spectate now shows shields correctly, supports vm hit animations
Fixed missing LOD scripts.
Tweaked screen shake on explosive catapult shot.
Fixed some minor catapult FX issues.
Cleaned up temp files.
Moved explosives primitive gamemode wb2
Battering ram and battering ram repair costs - ram now required 150 HQM
Updated wood & metal shield impacts.
Incendiary catapult projectile has its own larger fireball spawn.
Spawn fewer of them.
Flame arrow less stretchy during the middle of the mini crossbow reload animation.
Fixed fireball smoke lingering on after fire extinguishes.
Normal flame arrow impact updated to be in line with the new flame catapult & ballista flame burst impacts.
Fixed fire arrows spawning the old fireballs, and deleted all those hidden beancan grenade meshes from the flame arrow fire (lol?)
Fix IO arrows not working with microphone
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Implement precise placement check on CPU to improve instance offset accuracy (to test against cheaper approximation), extend debug info to test accuracy, use procedural noise instead of texture, improve randomisation, apply rotation to instances based heightmap