110,901 Commits over 3,897 Days - 1.19cph!
- Adjusted wind amplitude
- Adjusted connection points
Fixed TransformLineRenderer NRE
Enable horse siege harness if is towing flag enabled
lowered guide mesh pivot to be the ground
rotated back door up
removed wheels off of rear door
Fixed the siege harness in testridablehorse after the merge
further marching cubes work
- separating sculpting data from marching cubes view through a sampling interface
- pruning pass after initial generation to merge duplicate vertex data (21k verts to 3k verts in current test setup)
- some vertex generation changes that would let us interpret non-boolean datasets better
Battering ram constructable prefab stages
switched jagged array lookup table to multidimensional, should play nicer with native code when I convert it later
merge rom dpv_player_animation_edit
merge from trainyard_water_tower_fix
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merge from train_caboose_disposal_error
re-enabled flowMovementScale on kayak
Applied PostIK to the updated SMG FX prefabs.
Merge from ai_wolf_iteration
Add placeholder wolf eating sounds
Fix pragma restore 414 being in the wrong place
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Updated battering ram entity path to models, added mesh decals scripts, switched gibs path
Updating battering ram frame models
Merge from ai_wolf_iteration
Remove unused fields, redundant checks, and fix issue where compoosite transitions are not cloned properly
Fixed ADS shell ejection anim event.
Mag eject event hits right when the mag scaling begins.
Fixed above ground pool water being invisible inside canyons
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Unparented mag drop from the bolt.
Barrel attachment offsets
Ejection tweak.
Also hide side flash in ADS.
Various viewmodel fx polish/fixes.
Accesorized SMG fx tweaks
Code cleanup, comments
Deleted old prefabs
Ballista reloading client prediction
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BallistaGun now inherits from BaseVehicleSeat and is spawned as a seat
Fixes a lot of annoying issues and decouples it even more
SMG muzzle prefab updates & regression fixes.