13,592 Commits over 2,922 Days - 0.19cph!
Disable the builtin viewmodel skin when any equipped clothing item has DisableHandsEntirely enabled, should solve item ordering issues
Set the down limit on the dracula cape to 70 to match other wearables, fixes 3p player not bending over fully while it's equipped
Fix server admin panel NRE
Gesture picker looks a bit nicer when there are no more gestures to apply
Don't play the lose animation when drawing
RendererLOD and MeshLOD will now only set isSmall if it can find a renderer with a bounds with a size > 0 on any axis
Should hopefully resolve missing shadows when using monument scenes due to the changed initialisation sequence
Merge from spawn_debris_pool_fix
▋▋▇▊▄ ▊▇▍▉ ▊▄▇▄_▊▉█▆▆▉▇▇▄▅_▅▉▉▇▊▍▇
Merge from RF_optim/RFManager
Merge from fix_barricades_train_tunnels
Merge from wearable_down_limit_fix
Fix the down limit override on the dracula cape being remembered after the cape is unequipped, resulted in player model not looking up/down correctly
Merge from demo_shot_delete_fix
End the currently playing shot when deleting a folder
Implement PR #61 for community UI - adds builtin player avatar support to RawImage
S2P radtown to try and eliminate missing materials in middle building (will cause a conflict with save_260, this change should be disregarded when merging)
Added shopkeeper NPC's to water well A and B, all water wells now have a shopkeeper
Fixed hash collision warnings on game boot (S2P all water wells and generate manifest)
Merge from waterwell_update_oct_2024
Merge from scrollrect_disable
Disabled skin rendering on default hazmat viewmodel
Show the full underwear skin for the mummy wraps in the item store
Fioxed cultist deer torch renderer appearing at the wrong size in the item store
Fixed skull rock and baseball bat 3d renders not appearing properly in the item store
S2P military tunnels, powerplant, trainyard, water treatment plant
Merge from world_update_2
Added avatar mask support to pose copy/paste
Renamed SksViewmodel class to MagazineStateViewmodel now that it is being used for multiple weapons
Removed the useEmptyAmmoState field on BaseProjectile and exposed it as an option on the MagazineStateViewmodel component (see SetHasAmmoParam)
Updated affected weapon viewmodels: t1 smg, sks, semi auto pistol, m92, prototype 17
Merge from mission_accept_nre
Fixed a case where a player would receive client NRE's if they were talking to an NPC and another player accepted a mission while the original player had the conversation open
Merge from binocular_uiscale_fix
Merge from prefab_replacer_improvements
Delete prefab replacer in the Window menu, should be fully superseded by my new implementation
Added a UI indicator when the player selects a RPS option