11,937 Commits over 2,496 Days - 0.20cph!
Add some confetti when a stage is destroyed and when the pinata is destroyed
Fix not being able to reload snowball gun
Fix some unintended snowball gun weapon rack interactions
Party hat is now randomised between 8 different colours
Colour is based on item uid (same technique as diver suit)
Manifest, fixed twitch props using static lod
Fixed rotation not animating properly
First pass art setup, icon
Fixed arrow tips appearing offset on legacy bow
Merge from dec_2023_redirects
Rivals desk is now a skin of the computer station
2023 trophy is now id
10230
Remove twitch hazmat skin item, still available via f1
Update hazmat and 2023 trophy id's
Increase height of line of sight check (was 0.5m, now 1m)
Makes splashing more likely to clear half walls
Planters now need a line of sight clear of construction when being splashed by a WaterBall (buckets, jugs, etc)
Fixes planters on the floor above getting watered when splashing a planter on a lower floor
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Fix missing world model outline on vampire stake
Add DDraw.hideDdrawDuringDemo, hides all Ddraws during demo playback
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Visual threshold implementation
Added a separate useAimOffsetLayer toggle to Held Entities so that the aim offset layer can be disabled while also disabling spine ik
EmissionOffsetStepped is now client only and won't run if the camera is further than 15m away
Only allow aim offset when standing still or aiming, let regular animation take control while sprinting or jogging while not aiming
Make a new mask specifically for the aim offset layer
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Cleaned up hand hold parameter handling
Renamed leftHandIkModifier to leftHandIkDisable for better clarity (and the same for right hand)
IK disable param is 0 by default, 1 will fully disable that hand's IK
Update rifle reload to reflect new values
Add leftHandHoldDisable and rightHandHoldDisable animator parameters to disable the hand poses during an animation clip
Added an example temporary disabling of the left hand Ik driven by a curve on the 3p rifle reload animation
Disablling spine IK on a held entity will now enable the AimOffset layer
Merge from main (stomp craggy and manifest)
Make arrow renderers children of the bow_root_bone so that it gets turned on/off appropriately during the bow firing animation
Update manifest
Fixed MoveItem error when putting m4 shotgun into auto turret (missing muzzle point)
Confetti cannon takes 3 damage per blast, has 100hp
Poolable