113,927 Commits over 3,959 Days - 1.20cph!
Updated particle system IK to respect arc shape settings
Not 1:1 for regular behaviour, but pretty close
Fixed deployed pump jacks not working, re-enabled old oil behaviour
Update unused mining quarry deployable (for modding, not vanilla)
Loading screen now works for clothing (not an entity)
Added constant particle emission to rocketlauncher entity for IK debugging.
Merge from backpacks/side_holster
Fixed wobbly text by increase UI plane distance (I think the UI was too small)
Merge large backpack art -> backpacks
Set up initial individual backpack offsets for all weapons
Merge ParentIfValidFix -> Main
Remove backpack slot field
Use backpack specific offsets on each weapon holster info
Apply specific rotation/offsets for both rocket launchers
metal detector shovel and site marker models, set up prefabs, icons. Needs some polish
Added a TODO to some old code
CheckAllParenting method confirms that early-parented corpses actually did enter the trigger, and boots them out of the list if not
Added an override bone option to WearableHolsterOffset, allows a piece of clothing to override which bone entities parented to a slot go into (eg. move back mounted weapons to spine4 while a backpack is equipped)
Basic working bounds check for ParentIfValid
Experimental fix for NRE in NPC death when in an invalid position
Removing my very buggy inside parent check in ParentIfValid for now. Will fix soon.
Avoid potential NRE in TriggerParent ParentIfValid
Catch any skin refresh failures, so we won't ever get stuck in skinRefreshInProgress forever
metal detector addtional bulb at the bottom
viewmodel and LODs
added it to the the world and viewmodel prefabs.
Add enum for "backpack holster behavior"
Weapons can either be holstered on the side or back of backpack
Default to back of backpack
Assign all guns to the side of the backpack (big launchers better on back)
Add additional vector3(s) to control backpack holster offsets (some weapons want to be further back or rotated differently)
LargeBackpack Model Update
Added holster mount bone to backpack wearables which gets retargeted
Merge placeholder backpack art
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reduced opacity of glue material
placed glue meshes around buildings
Fixed RenderingCommandBuffer error when equipping compound bow
Prevent launch site SAM sites shooting down MLRS rockets
cobblestone roads baked LODs, town square baked LOD and uv fix
updated prefabs
Eoka more likely to shoot after every failed strike
Merge from metal_detector
merge from reduce_held_entity_item_counts
Initial implementation of new player remains bag model
Show closed state if bag hasn't been opened
Show open state once bag has been opened
Show debris if the bag has been opened and has more than 3 items in it and it's rigidbody is resting