112,170 Commits over 3,928 Days - 1.19cph!
Merge from main -> native_memory_stream
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Coastal rocks prefab tweaks
Kinematic rigidbody added to clients reprentation of players to allow appropriate triggers to run
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Setup Food Cache Colliders and LOD's
fix for 3p shaky legs when using grenade launcher
Setup Food Cache Materials
Started Food Cache Basic Prefab Setup
Merge from hood_and_cuffs
Fix wolf class not being set to partial
Added a ForceHidden check on item information display calls.
Added ItemModHideInfoPanel which is checked by ForceHidden.
Hide handcuff information panel.
latest wolf run attack animation exported
Added Food Cache Folders, Textures and FBX
Added Boomerang blockout.
Fix bug preventing foliage rustle sounds to only be heard on the local client. If someone moves in a bush nearby you will now hear it again.
named cameras individually
only applying constraints solve at the end of an iteration, avoids constraints feeding into eachother mid-iteration
configured ghostsheet with default length constraints
added default length constraint to be used by all bones without their own (before this allowed for full compression, which almost always gives bad results)
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Coastal rocks normal map fixes
Coastal rocks / prefabs / LODs and colliders
Updated Frontier Hatchet World Model to have correct LODS and to Include fur strip
Added back door anim event sound component on residential door
changed door knock sound from metal to wood on residential door
fixed missing box colliders on ground floor chimneys in masterhouse
fixed electric fan b using fan a collider..
Fixed incorrect import options on colliders for radiators, vintage furniture, pushcarts, bathtub, large rubbish skip, radiactive vats, checkpoint hut, small rubbish skip, binbags, radhouse large
Fixed some material regressions on the siren lights.
Siren lights use new fresnel emission
correct surface type on stairs from walkways set
Add proxy wolf2 to manifest
Early wolf root motion tests
Changed the technique for collider to Prevent Movement instead of transparent
Changed to mesh lod
added missing ceiling box collider in recycler room of storage building large
Removed simplelight from gate prefab.
fixed AC unit missing collision on roof, was mesh - not prefab
moved mesh colliders from LOD0 to parent on radhouse_large
Moved hobo to lighting prefab, because it has bespoke optimized lighting for that area.
Merge from hood and cuffs
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Small hue tweak on Hobo lights.
Rename effects.hurt to effects.hurtoverlay so it doesn't become the default executed console option when trying to hurt yourself