13,592 Commits over 2,922 Days - 0.19cph!
Allow players to pick up any sleeping bags/beds if they are in building auth, even if they are owned by other players
Fixed asset labels on all new shields, manifest
Only apply auto turret behaviour when actively bocking with the shield
Some protection value changes
If an auto turret is aiming at a person using a shield, adjust the targeting to shoot at the shield
Adjusted improvised shield collider
Update attack loops on reinforced shield
Delete animator controllers for wooden, reinforced and improvised shields
There are overrides setup for each shield viewmodel variant, we should be using those
Shortened the transition between melee_atk_loop and melee_atk_end to fix the slight hold when going straight to block
Don't allow the shield to block while the held weapon is playing it's deploy animation
Merge from scrap_exchange_dynamic_pricing
Fixed the out of stock calculation not taking into account the new scrap multiplier
Fix disabled audio source warning when reconnecting in range of an active car radio
Possible horse server fix
Stomp local version of BatteringRam.cs with version from primitive branch
Protobuf, manifest, codegen
Merge from main/primitive
Codegen, manifest, protobuf, etc
Merge from shields (new branch to collect all primitive stuff in one spot for media)
Restored the 2px gap between vital bars
Fixed player hitting their own shield when crouching and melee attacking
Added a OnPlayerClothingChanged client side callback to HeldEntity
Backpack meshes will now be enabled when a shield is equipped and disabled when the shield is holstered
Fixed a case where shooting while crouched would sometimes result in the player shooting their own shield, applying damage to themselves in the process
Shield vm animator can now go straight to block from the melee attack end state
Merge from shred_helicopters
Manually kill the players in a vehicle earlier in the shredding process so they don't end up getting kicked for being under the terrain in some cases
Merge from monument_scenes_renderlod_fix
Fixed HLOD disabling meshes too early in the monument load process causing the RendererLOD to initialise with shadows disabled
Added "StripFromStorePreview" tag, will delete any gameobjects that are loaded in the store preview
Fixed snow machine throwing an NRE and not rendering properly
Possibly fix MainCamera NRE when entering/exiting game
Slightly adjust wooden shield back positions to not obscure the minicopter fuel gauge
Fixed some logic issues with the shield vm
Refactor shield handling into a static utility
Apply it to the legacy animals
Made new protection profiles for shield variants
Attacks from new wolves should now be blocked by the shield if the shield is raised and the wolf is in front of the player, will not block at all if the player isn't raising their shield
Fixed player arms animator layer getting stuck in aiming mode if player starts blocking while already crouched
Safety check for Large Shredder so we don't modify non kinematic rigidbodies and produce a warning
Merge from launcher reload bug
Fixed not being able to reload again for a small window if the reload was cancelled via holstering/redeploying
Experimental invoke based reload system tests