13,656 Commits over 2,741 Days - 0.21cph!
Ran S2P on all named monuments with prevent building volumes, no monument scene files were changed
Made a new S2P menu option to only update monuuments with the above conditions, commented it out though since this should only be needed once
Merge from improved_monument_proximity_warnings
WIP on a tool to trim out LOD faces that likely won't be visible
Revert manifest and plugins to match main
Removed jobs renderer system
Move UnwrapBaker to plugins, made it editor only
Fixed MeshLods getting modified by HLOD before they can Init
Ensure LODS are removed from the culling system when under the control of a HLOD
Fixed MeshLOD components not getting properly disabled by HLOD
Fixed admin UGC browser delete button not working
Added new PreventBuildingMonumentTag, use that instead of a general radius check when determining when to show the "Cannot build this close to..." message
A component with a reference to the MonumentInfo is required as in builds we flatten the hierarchy completely
Scene2Prefab will automatically apply these components to relevant colliders during the S2P process (so we'll need to S2P all the monuments before this change will take effect)
Sprays will no longer respect the Decay.upkeep_inside_decay_scale convar, they wiill always decay based on Global.SprayDuration even if they are indoors
Prevent incorrect decay calculation if global.SprayDuration is set to 0
FIx avatar switcher cancelling the current animation
Added AvatarSwitcher state machine component that switches the avatar of an animator when the state machine enters that state
SetHorseBreed now only requires admin (was developer only)
Add global.consolescale to change the font size in the console window
Don't allow sell order listings of genetic clones for multiple items, clones must be listed for a price per unit
example: listing 6 clones for a price of 6 wood = not allowed
listing 1 clone for 1 wood = allowed, and player can still purchase all 6 clones in one transaction
Add global.ClearSpraysAtPositionInRadius to remove sprays via Rcon
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Add global.useSingleItemPickupNotice (defaults to true), uses a single item pickup notice and upates it with the amount collected if multiple resources are picked up quickly (should improve performance when using rapid collection tools like the jackhammer)
Added fire and animated lights to the light barrels
Fix not being able to open a note more than once, don't allow movement while a note is open
Improve note display
New newspaper, better game over screen
Fix nav error in sewers, final-ish map update
Fix missing resource directories, map stuff
Don't run player input if DevCam is active
Zombies attack targets better when spawned
Merge branch 'main' of HackWeek_TerryHorror
Map updates
Map updates
Compile fix
Merge branch 'main' of HackWeek_TerryHorror
Adjust speed based on walk animation
Set anim look at values to be unsmoothed
Zombie movement ignores debris
Map updates, flesh out sewer area
Merge branch 'main' of HackWeek_TerryHorror
Fix warnings
Switch anim choice nodes back to selector, move parameter sets to OnAnimGraphCreated
Apply hit force when shooting zombies, copy bone positions to ragdolls
Name change
Merge branch 'main' of HackWeek_TerryHorror
Map stuff
Rotate player with a slerp
Better interact widget placement
Map updates
Use choice nodes instead of selectors for anim randomisation
Add sparks to the fusebox, stagger zombie AI scans
Map wip
Build map, ch47, exit trigger, game over page
Fix game over UI, show time taken to complete level
Lock on should now be more "sticky" and not dither between multiple targets
Thumbnail
First area detailing
More map stuff
Map fixes
Note stuff
More map stuff
Extremely hacky approach to make sure zombie anim states are in sync
Increase max ESP player info budget time to 5ms
Lower lock on pos to hit new animations
Map changes, interact widget is screen space
Temp note work
Added another zombie spawn mode
Increase sprint speed (420->520)
More map wip
More map wip
Change zombie clothing, use clothing on ragdolls
WIP map stuff, rust sedan model
Add chat, add zombie surprise events
Zombies make a noise when they notice you
Merge branch 'main' of HackWeek_TerryHorror
Enable clothing, fuse positioning
Fuse and fusebox rust props
Fixed slow gravity
Fuse and fuse box
Merge branch 'main' of HackWeek_TerryHorror
Store lock on entity as well
Fix shooting at feet
WIP garage door
More map stuff
Health icon
Fix being able to lock on to zombies through walls
Unsaved
Basic soundscape for some ambience
Fixed item icons
Health pickup
Lots more map stuff, health pickup fixes, don't aggro to player if no line of sight