13,619 Commits over 2,466 Days - 0.23cph!
Refactor f1 grenade input handling to not rely on viewmodel events, fixes them not being throwable in third person
Should be unchanged for players
Enable Decal layer 0 on atlas_crypt_blend.mat for spray can compatibility
Commit changed metas from NukeDistant merge
Adjust the left side of the krieg backpack holster by 0.06m to better fit some large guns
Hair dye is now calculated with it's own random generation instead of relying on a combination of hair type and index
Should distribute hair colours more uniformly
Added a Clear active property block button to SkeletonSKin, will only appear at runtime
Fixed end of tutorial cinematic
Fix tutorial NPC using cinematic avatar (might need to remove the cine avatar entirely)
Increase walk speed animation to 1.5 (was 1.2)
Merge from main (no conflicts)
Fix player aim getting set incorrectly after switching from a seat with aim support to a seat with no aim support
Uses an old hack we did for the snowmobile, apply it across the board now and also trigger it if the mountables animateVehicleAim360 state is changing
Merge from island_water_volumes
Merge from combat_knife_rotation_fix_2
Merge from balloon_clump_lod_distances
Merge from recycler_ammo_fix
Merge from floor_frame_grill_fix
Merge from ladder_hatch_sfx_range
Reassign all animations on Scientist2 controller to new player model anims
Still some issues while spriting, but no weapon issues
Adjust SofaSeat spawn positions on public_bench_chairs_300_mountable
Merge from new_achievements_apr26
Merge from iteration_profiler (unity package to measure compile/domain reloads)
Also fixes a web request during every compile in the editor
Renames
Add a skinnable for half shelves and single shelves
Created new hidden/uncraftable base storage horizontal and vertical storage barrels
Added skins for original storage barrels, abyss, warhammer and jungle versions
Can now use the spray can or repair bench to reskin between these versions
Future items can now just mark themselves as skins of the hidden base barrels and they will be treated as a normal skin
No changes to crafting menu, these barrels still appear as separate items there
Fixed code locks on cars disappearing (except for the red spheres) after too many code attempts
Swapped the red sphere material to an opaque version so we don't get weird depth fighting issues
Fix NRE when renaming a demo shot to a name that already exists
Fix case where holstering a mobile phone mid call would result in some inputs being ignored
Remove log when loading player inventories for the first time
Route VM inventory to admin panel
Remove intial vending orders
Initial flow for left over items/earnings being stored (similar process to ReclaimTerminal)
Disable VM broadcast option
Route vm admin to a control panel
Can now paint the sign while interacting with the rentable shop
Fixed game not starting in editor due to silent errors when disable menu UI is enabled
Add a new blend tree to the walk state that is enabled when the relaxed flag is enabled (already used by AI)
Matches existing relaxGunPose parameter but it's a float so we can use it in a blend tree
Fixes patrolling AI jogging in slow motion all the time
Merge from ugc_screen_blur_fix
Fix missing terrain and foliage in report screenshots
Merge from vine_descend_fix
Fixed automatically generated report offensive content screenshot appearing blurry
Fixed kapok branch colliders on wrong branch, preventing vine descending
Ladder hatch open/close sounds now use small sounds template (was medium)
Player model will now switch to swimming animations once water factor is at 0.65 (was 0.5)
This matches the internal player movement behaviour - if the water factor is >= 0.65 we apply swiming movement
Updated conditions on player animator match (Walk <-> Swim)
Burst compile GeneratePipeMesh
Add 26 tests for the new pipe merging feature
Add debug.spawnPipeStressTest convar, spawns a grid of connected industrial conveyors
batching.refresh_pipe_groups will now force a reset of all pipes to the current system
Fix pipe merging conflicting materials
Subtract
147642 (we want duplicated jog animations for better player responsiveness)