12,557 Commits over 2,284 Days - 0.23cph!
Misc prefab setup, guide meshes, icon
Added server.clear_bushes_radius, works the same as clear_trees_radius but for bush entities
Added debug.dofExposerForceDisable
Fix demo button appearing if player has no demo folder
Mark the fields as non-serialized instead, should break less stuff
Remove all serialized fields on the HotReloadSettingsObject, we don't use this in builds anyway
Should resolve the serialization error on server boot
Fix shields not being usable again if they are fully broken and then repaired
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Fixed incorrect label on shield info panel (dmg protection)
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Fixed a shield not resetting it's block timer on the server if the player switches from one weapon to another without the shield being holstered
Resulted in the server and client block timers not syncing up
Cherry pick
112675 - fix medieval barricade unlocking
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Fixed incorrect medieval barricade prefab in store
Add video url to medieval pack store header
Triangle grill attract point
Reimplement the ability to adjust spine look offset per weapon (See HoldInfo > Use Custom Spine Offset on weapon prefabs)
Applied matching spine look to semi auto rifle
Merge from main (discard branch changes on hoodie.prefab)
FIxed death screen displays for deployed siege ammo
Fix exception when opening the demos UI and the demos folder is missing
Prevent ballistas from making headshots (exposed as an option on the BallistaGun in case we change down the line)
Add terrain layer to GroundWatch
Switch explosives to Deployed layer
Update chain reaction layer mask
Implement IIgniteable and ISplashable so the explosives can be lit and defused
More reliable chain reactions
Fixed explosives not doing damage
Set up flammable version, better iexplosion effects
First pass on deployable siege weapon ammo
Better handling of locked item that requires another blueprint, show the item in the crafting menu if the steam item is owned but locked
Setup steam item for medieval barricade
Added new option to gate a steam item via another item
Moved UnlockedViaSteamItem up a level to SteamInventoryItem to support standalone items being unlocked via packs
Fix rubble in train tunnel vent entrance always active
S2P outpost, excavator and harbor 2
Added Medieval pack steam item
Fixed an industrial NRE due to orphaned Industrial attachments
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Hopefully fixed vehicle NPC dialogue options not appearing for non admins
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Fix some first person spectate issues with shields when going in/out of debug camera
Fixed child entities not being copied over when reskinning a large wooden box
Fixed back holster offset on knight chest piece (again)
First person spectate now shows shields correctly, supports vm hit animations