123,993 Commits over 4,171 Days - 1.24cph!
Server.respawnWithLoadout is now a bool, when set to true it will look for the client info string "client.RespawnLoadout" and assign that loadout to the player on respawn
This way different players can have different loadouts rather than everyone on the server having the same loadout
Added Server.respawnWithLoadout (When a player respawns give them this loadout - created with inventory.saveloadout)
Added Server.respawnAtDeathPosition (If a player presses the respawn button, respawn at their death location)
Both for trailer filming
Show a warning if line points are too close while using the industrial tool (the pipe mesh looks weird in those situations)
Basic loot wagon variations with random selection of one option. But I don't think this is going to work with save/load.
Removed condition and increased stack size to 5 for new industrial entities (except for electrical furnace)
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Nuclear missile silo bathroom progress
Bathroom mirror mesh and prefab
Sink and counter combo mesh and prefab
Deluxe light shader converted to use the same setup as the other lightbulb shader.
Take All works again with new grid setup
codegen after merge proto conflict fix
Correctly remove weapon models again
Fix NRE when deleting corpses with gingerbread cinematic mode on
Moved cinematicGingerbreadCorpses to the global section and made it client + server
When set on both will also emulate the particle fx of the gingerbread npc's
Added server.cinematicGingerbreadCorpses convar, when enabled a player wearing a gingerbread suit will gib like the NPC's (for trailer purposes)
This will prevent any items being transferred to the corpse, so shouldn't be enabled for regular gameplay
Reduce head clipping check size a little - means less false positives hitting outself
Removed unnecessary RaycastHit instantiation.
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Snowball third person deploy + aim sounds
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Added missing third person sounds to candy cane club
Use gingerbread fx instead of blood (still trying to fix decals)
Fixed small typo in the newly organized hierarchy.
Finished the complete polish pass on Bandit Xmas, and the related nightmare manual merge
S2P & scene.
Adjusted some socket positions for the storage adaptor now that we have final art
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moved green bandit roof to its own prefab to try and fix weird ice transform rotation. Removed floating star and blue light strips
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SAP - mask edits to fire anims, updated base file with bullet now skinned, updated slide pose with bullet hidden
Sync more flexbox changes (columns bugfix)