11,011 Commits over 1,950 Days - 0.24cph!
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Revert ice rifle prefab to old folder to keep backwards compatibility with recorded demos
Added a volume that can block sprays from occurring inside of them for use in problematic assets/monument areas (TriggerNoSpray)
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Reset the sitting animation time to 0 when switching between seats on a vehicle if the animation speed values of the seats don't match
Restricted to only occur when switching seats on the snowmobile for now
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Fix ice rifle weapon sounds (enabled Custom Local Folder on viewmodel events component)
Fixed missing 3rd person anim when reskinning an entity
Tweak mesh depth settings
Added Playground_Sprays scene for testing
Fix IconSkinPicker throwing an NRE when the skin picker is closed (only affected the editor)
Fixed NRE when exiting the skin picker screen with Escape while the search field is focused
Fix hi res screenshots not properly adjusting dof
Fixed snowmobile reaction anim not playing properly on all bones
Ended up adding a new state to the base animator, there weren't any animations on the full body layer that were suitable to override (but an animation when a vehicle hits something seems like something useful we can use in the future)
Remove override controller, no longer needed
Remove container components from spraycan so it can be swapped when another item is dropped on it
Move snowmobile override to seat prefab
Trigger wave when bumped
Add debugcamera_lock
Locks the debug camera in place while active (disables all controls and will stop shot playback from affecting camera position)
Experimenting with limiting alt look pitch when looking straight down
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Fixed lock issues when reskinning doors
Fully remove spray decal items and skins (will restore on the spraycan branch)
Change vehicleDismountHoldTime default to 0 (dismount behaviour should be unchanged by default from last month)
Exposed hold time as a slider in the options menu under the Controls section
Add ItemModEntityReference to both snowmobiles
Disabled spray can free spray mode
Disabled spray can decal mode
Marked spray decal item as hidden
Updated spray can description to only reference reskin functionality
Merge from spraycan/freehand_depth
Experimenting with more depth on freehand spray
Fixed mips of spray icons
Disabled sprays on trees (might revisit later)
Potential DeployedRecorder server NRE fix
Adjust surface spray offset based on collider layer (Construction layer colliders are quite close so sprays can be a tighter fit, other layers are less accurate so move the spray back slightly)
Don't allow sprays on collectable entities
Run line drawing updates in a queue
Mesh generation performance improvements
Add a LOD disable to all sprays
Added two new server convars: global.SprayNoAuthDuration and global.SprayInAuthDuration
Spray timeout will be set based on whether the player has TC auth using the new convars
Apply auto panel closer component, it's a better fix than the one from earlier today