13,047 Commits over 2,831 Days - 0.19cph!
Fixed underlying skin meshes getting re-enabled when zooming in and out on the binoculars
IViewmodelComponent can now modify the position of the viewmodel in world space, updated all implementations
Fix water well NPC refreshing sell orders when server restarts
Fix DPV appearing in crafting menu in tutorial
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Set legacyDismount to false on chair.invisible.static now that dismount checks always use a capsule check even when an ignore entity isn't provided
More merge fixes, including updating the animator. RPS now fully functional
Reapply gesture code changes and fixed up gesture picker in the menu
Merge from main (stomped local changes on BasePlayer-Gestures and PlayerAnimation controller, will need to reapply changes)
Fixed positioning on fan mesh on worldmodel
Fixed worldmodel missing outline and adjusted collider size
Add a capsule check on the world layer before spawning to prevent the player from spawning inside the new cliffs
Set frontier hatchet to unlock via frontier hazmat
Fixed frontier hatchet missing isRedirectOf, spawning in loot pools and being craftable
Set up redirect skin for blunderbuss, unlocks via frontier hazmat
Fixed LODGroup conflict on blunderbuss world model
Merge from world_update_2
Merge from world_update_2
Added "Tools/Find/Culling Volume one way connections"
Fixed missing connections in cave_large_sewers_hard, cave_medium_hard, cave_small_medium, cave_large_sewers_hard
Merge from world_update_2
Fix NRE when attempting to repair an item and removing the item from the repair bench at the same time
Update conflicting prefab id on br_sphere prefab
Manifest
Fixed mesh import settings on a bunch of divesite meshes
Fixed seaweed decal not rendering (incorrect decal layer)
Added support for multiple IViewmodelComponents on a single viewmodel
Added BlunderbussViewmodel component that adds a shotsLeft state and lerps between three layers based on how many shells are left
Added new SwapAmmoParticle class, same functionality as SwapAmmo on viewmodels but swaps a material on a particle effect
Applied to 3rd person reload effect on HCR, shells dropped will now have the correct material
Merge from world_update_2
Merge from world_update_2
Further checks on waterball splash logic to prevent a splashing through foundation edge case
More culling volume fixes in cave_medium_hard
Add harvestable layer to F1 layer tools
Merge from world_update_2
Fixed most rocks in divesite_d double rendering
Another possible fix for no collisions on the divesite plane
Enable divesite_plane_COL r/w
Blunderbuss + frontier hatchet backpack offsets
Merge from world_update_2
Fixed two possible cave configs that had misconfigured culling volumes that would result in seeing through into the void
cave_large_hard, cave_small_medium
Only clear decals that are going to be recycled when playing back a demo shot, leave static monument decals untouched
Some prefab cleanup on divesite_d, still needs more work
Fixed starfish_01 not culling
Prefab replacer now selects the newly spawned prefabs
Added Tools/Find/Conflict ID Lookup tool
Fixed campfire_on.static, cursedcauldron_on.static, lantern_on.static all assigned prefab id of 0
Rebuild manifest
S2P stables_b to fix missing HLOD on monument scene version
Merge from world_update_2
Possible fix for cave culling volumes incorrectly hiding themselves while a player is inside
It appears MeshLOD may have been setting the meshfilter of some meshes to null before CullingVolume has a chance to build the volume bounds, leading to bounds that were too small
Added debug.printCullingVolumeInfo to print the current volumes the camera is inside of for debugging