12,900 Commits over 2,831 Days - 0.19cph!
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
Fixed skeleton component on medieval ar, fixes clothing not applying
Disabled world collisions on metal-shield-impact, fixes some offset particles
Switch shield server side time tracking to invokes, much more accurate time wise
Lets me remove a heap of time hacks to try and get client and server to match up, results in shields being usable for a bit longer
Fix industrial lights item category
Fix medieval ar isRedirectOf missing
Fixed NRE when connecting to a server after disconnecting while holding the mini crossbow
Reverted car shredder to a RendererLOD, match prior culling settings
Cheaper shield ServerTick, only try and find a shield if the player has a held entity that is compatible with shields
New branch of primitive_media from cs
111890, prior to ballista ammo rework
Cherrypicks all subsequent changes ont he branch, but not any merges from primitive
Cherry picks
111915,
111916,
111917,
111919,
111962,
112033
Fixed junkyard car shredder not displaying any LODS
Fix primitive tag on loading screen missing blue background
Fixed some inputs being remembered when the player is downed while holding a shield
Fixed missing DungeonConditionalModel in ferry terminal
Fix exception when firing guns and not holding a shield
Added primitive sell order lists for water well vendor
IsAllowedInEra now works correctly if passed a mask
Player vending machines can now list items that are marked Loot, Craft or Vending
NPC vending machines will only list items that are marked Vending
Fixes not being able to see or list chainsaws in player vending machines, but still preventing NPC vending machines from selling them
Added item counts and names to enforce_era_restrictions command
Reduced arrow protection on metal shield (100% -> 90%), fixes metal shields taking 0 damage from arrows
Fixed fire arrows bypassing shields entirely (just the direct impact, players will still take damage by standing in the fire spawned by these arrows)