111,232 Commits over 3,928 Days - 1.18cph!
Make wolves reposition between attacks to vary the angles, instead of spamming frontal attacks
merge from AnimalRagdollUpdate
Fire fire blocking the wolves unreachable behaviour from triggering
Reduces wolf odds of trying to resist fire
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Fix wolves counting themselves as an ally when deciding if it's worth fleeing to call reinforcements and come back
some tighter rock placement at missile silo, grass splat tweaks, rebaked hm
cleared tunnel obstruction in military_tunnel
Added all temperature tea recipes (base ones are placeholder ingredients)
Added recipes to mxing table recipe list.
various fixes for cave_large_hard, cave_large_medium, cave_medium_medium, cave_medium_easy
Cache arrows item definitions so that they can be used for comparisons in code, instead of relying on comparing hardcoded names
Remove siege weapon towing from cars
Rough ballista, catapult and battering ram crafting cost balacing
Tweak timers and distances
Can't push siege weapons when standing on it
Re-appear delay, convars.
S2P military tunnels, powerplant, trainyard, water treatment plant
Merge: from main
Tests: none
Merge from world_update_2
Setting twist bone setting for player avatar to 0.5 to fix twist bones
adjusted improvised shield handle size to make it smaller
io arrow + temp input/output materials
Fix wolves switching target even though the current is was closer, just because they couldn't see it briefly
Fix wolves sometimes getting stuck eating dropped meat when another wolves eats the meat first
Fix wolves running in circles sometimes as they overshoot their destination, when the player is unreachable
Use a different syntax for HFSM declaration which results in a more compact and readable tree
Added avatar mask support to pose copy/paste
Renamed SksViewmodel class to MagazineStateViewmodel now that it is being used for multiple weapons
Removed the useEmptyAmmoState field on BaseProjectile and exposed it as an option on the MagazineStateViewmodel component (see SetHasAmmoParam)
Updated affected weapon viewmodels: t1 smg, sks, semi auto pistol, m92, prototype 17
Merge from mission_accept_nre
Fixed a case where a player would receive client NRE's if they were talking to an NPC and another player accepted a mission while the original player had the conversation open
Merge from binocular_uiscale_fix
Merge from prefab_replacer_improvements
Delete prefab replacer in the Window menu, should be fully superseded by my new implementation
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Added a UI indicator when the player selects a RPS option
Improved lighting on deployed C4
Phase 1 mergable (Grenades & placed explosives)
Fixed player spine look not working after ending a gesture
Added global.clearVendingMachineNamesContaining - will clear any vending machines that contain the string provided
Added global.clearUGCByPlayer - will clear any UGC (not just vending machines) that has been touched by the provided player. Works with steam ID's or player names