110,877 Commits over 3,897 Days - 1.19cph!
Missed Medieval Barricade Texture Files
Updated Medieval Barricade Textures and Materials
Updated Medieval Barricade Model to fix normal errors
edited clip range for metal shield attack anims and set up the wooden shield animator for melee attacks too
Merge: from main
Tests: none, trivial merge
Merge from simple_upgrade
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merge ice_sculpture->main (server compile fix)
Merge from ai_wolf_iteration
merge ice_sculptures->main
Ice shader: change tangent space normal blending to world space, make occlusion map align with normal map sampling, and frost now impacts alpha
Manifest - restore water_treatment_plant_1, stomped in
108847
merge from store_renderer_fixes
merge from standard_shader_improvements
Added "StripFromStorePreview" tag, will delete any gameobjects that are loaded in the store preview
Fixed snow machine throwing an NRE and not rendering properly
Merge from simple_upgrade
Merge from modding_prefabs
Fixed rotation for invis admin wall
Added two missing/unsaved tiled cube prefabs: brick_07 + glass_08
Possibly fix MainCamera NRE when entering/exiting game
Slightly adjust wooden shield back positions to not obscure the minicopter fuel gauge
Fixed some logic issues with the shield vm
Refactor shield handling into a static utility
Apply it to the legacy animals
Made new protection profiles for shield variants
Attacks from new wolves should now be blocked by the shield if the shield is raised and the wolf is in front of the player, will not block at all if the player isn't raising their shield
Fixed player arms animator layer getting stuck in aiming mode if player starts blocking while already crouched
Safety check for Large Shredder so we don't modify non kinematic rigidbodies and produce a warning
Merge from launcher reload bug
Fixed not being able to reload again for a small window if the reload was cancelled via holstering/redeploying
Merge from cinematic_gestures
Fixed cinematic 'kick' and 'push' gestures sharing the same name in custom gesture wheel.
In unlikely case of ground projection spherecast starting inside geo, handle failure gracefully and keep the point unprojected
Handle sphere traces that start inside geo returning Vector3.zero as their impact point
Reduce wolf circle speed by 25%, make it so that the wolves uses multiple different speeds when closing the gap instead of zigzaging at full speed
Make wolves react more predictably to allies being hit, making packs of 3 more manageable with a bow
merge from fix_antihack_toast_reason -> main
When sending "Antihack!" toast to client, include the antihack reason that is blocking placement
- gives better information to bug reports