13,711 Commits over 2,466 Days - 0.23cph!
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Piped the in-game debugging readouts into the unity inspector for more visibility while in editor
Added an example OneShotAnimationSubSystem for handling event driven animations
Added debug.animatorsubsystemdebug convar that prints out the currently active sub systems
Each system can add to the debug readout with component specific info (eg. per clip blends)
Added a TwoAnimBlend example
Add general fade in/out support
Exploring a new AnimationSubSystem class to standardise the new player model handle techniques we've been using for various one shots and other features
Replaced the dedicated OnPhone state in the PlayerAnimator with a new TelephoneAnimationSubSystem
Merge from elevator_fixes_apr_26
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Allow elevator cables to update while offscreen
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Some new Light LOD system tests
Merge from elevator_fixes_apr_26
Fix player elevator cables sometimes appearing in the wrong place if the player was too far away from the elevator
Disable the hurt trigger on the launch site lifts when the lift is idle, will no longer kill players if they jump while underneath it
Require LOS for hurt trigger on player placed lifts, prevents killing players if there's a floor between the player and the elevator
Fixed industrial furnace not retaining it's children (storage adaptors) when reskinning with spray can
Added a new ToggleThrownWeapon animation event, allows us to switch on/off the grenade visuals so they don't stay in the players hands all the time throughout a throw animation
Implemented on supply signal, smoke grenades, molotovs, beancans, flashbangs, bee grenades, f1 grenades and firecrackers
Fixed incorrect animations on the smoke grenade and firecracker animation overrides
New StateSync component for weapon animators
Looks for a matching state on the main player model and matches the normalized time on the weapon animator to ensure the animation stays in sync
Will need to be applied to each weapon individually, applied on HMLMG reload animation for now
Enable single frame parenting for AK mag drop effects
HMLMG mag drop now detaches from parent and plays in world space
Fixes mag being affected by weapon position/rotation of gun and motion blur issues
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Added new TriggerMonumentIOArea component that allows IO wiring inside the bounds even if those bounds are within a monument (still won't work if the player is build blocked)
Crude produced at a monument is locked, can only be moved via IO
Stays locked once it's transferred into the car fuel tank, can only be removed at a car lift
Items flagged as Locked are now blocked from moving via MoveItem RPC (might have side-effects)
Merge from ducked_splash_fix
Slight change for better LOS check
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Merge from main, many conflicts
Auto resolved all code changes except for BallistaGun, used IK handling on this branch
Auto resolved all prefab changes except for salvaged_cleaver.entity, used the holster position/rotation on this branch
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Merge from easter_disable_2026
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Merge from storage_adaptor_prevent_building_fix