248,560 Commits over 3,928 Days - 2.64cph!
Correctly resetting mip biases for textures when leaving play mode to avoid texture changes appearing when using DLSS
Increase client side trigger radius so snakes turn towards players earlier
Refactor output so we can deduplicate outputs from multiple combos
Merge from main, resolve conflicts.
Merge from main, resolve conflicts.
Cherrypick era convar after merge
created v_minicrossbow_bolt and linked to the 4 bolt joints in viewmodel prefab
merge from main -> primitive_gm
Deleted unused battering ram door prefab and old ballista models
merge from Medieval_Barricade
merge from ai_patrol_heli_opti
merge from baseball_bat_description
merge from accessibility_block_movementy_inventory
merge from t1_smg_clipping_issues
removed the now deleted rock assets from CraggyIsland to stop the error spam
Leaderboard backup, run #
16229
Removed second realmed removed incase thats the issue as well
Hopefully prevent battering ram door from bricking Aux2
Merge from cmBrainEnabled
Added debug.cmBrainEnabled convar to enable/disable a cinemachine brain attached to the main camera (if it exists)
Convar is saved and defaults to off
December 2024 poster backups
ESPCanvas convars (DisableOcclusionChecks, OverrideMaxDisplayDistance, ColourCodeTeams, UseRandomTeamColours, etc) will now work if the player is first person spectating
Previously only worked if the local player was in debug cam mode
Humans: improved WalkFast_N
Humans: renamed source files from "Human_Male" to "Human" + split off Run_N into gendered variants
Fix mesh component export
Added a nicer way to GetActiveShield(), cuts down on some repeating inventory reads
Don't show the crosshair when blocking with a shield while a gun is equipped (you can't shoot anyway)
Create menu in editor that lists all monuments so you can easily open the scene
- use codegen to generate menu since unity wants to use attributes to configure their UI
- run codegen after RPC & convars
Also create menu to open monument island & assign a specific monument as the prefab
Another attempt to fix the player corpse not implemented exception
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Call SetHeld(false) before clearing the owner player rather than after
Fixes some logic in that method failing because it needs the owner player to be able to access the current shield if the equipped weapon is being dropped
Fixed case where player could hit their own shield with melee weapons
Enabled shield compatibility on:
Skinning Knife
Water Pistol
Candy Cane Club
Flashlight
Concrete hatchet + pickaxe
Lumberjack axe
Shovel
Bone Knife
Frontier Hatchet
Combat Knife
Stone Pickaxe
Drop a breadcrum when playing audioplayer to get a clue on what's being played if there's a crash trying to open it