4,687 Commits over 762 Days - 0.26cph!
Add proper null check when dismounting weapon seats
- Apply head animations to be in reference to the starting head position/rotation
- Added a script to convert skinned mesh renderers to mesh renderers
- Parking these extra changes right now (for a few days)
Ensure the wind turbine transmission also rotates.
Rotates in the opposite clock direction (as it would in real life)
main -> unskinned_windmill
Fix broken diving goggles
Head animation system for turrets
Reloading turret starts head anim
Crappy test animation
Disable leg animator to stop hand IKs going crazy
Correctly estimate the right prediction time (wasn't taking timeline difference into consideration)
Enable arms on both turret seats
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heavy_helmet_overlay_fix -> main
Fix binoculars + the heavy helmet from rendering weird
menu_bootstrap_change -> main
Changed finalising to finalizing on bootstrap to better match the other north american spellings in the game
building_planner_viewmodel -> main
wrong branch! Merge to building_planner_viewmodel
viewmodel animations on wallpaper planner never call the base animations (locked behind an override)
main -> building_planner_viewmodel
main -> building_planner_viewmodel
vehicle_ui_sidecar -> main
Make sure the sidecar is added to the f1 vehicle menu, it was missing
vendor_drone_accessibility -> main
main -> drone_accessibility
turret_viewmodel -> naval_update
Turn off viewmodel for now
vendor_ui_drone_accesibility -> main
Fixed broken drone phrase
Rverted a bunch of the stomped drone changes
main -> vendor_ui_drone_accessibility
Fix prediction NRE for NPCVendingMachines
Fix reload/attack animation playing for the local player from a worldmodel perspective provided we have a viewmodel
Remove Viewmodel ghosting
Fix dismount NRE
naval_update -> turret_viewmodel
vendor_ui_drone_accessibility -> main