113,820 Commits over 3,959 Days - 1.20cph!
Trying to identify what faces can connect before sockets are connected doesn't quite work
Merge SeatClipInfoChanges -> Main
More info for the SeatClipInfo going to Sentry
Exclude the most common triggers for SeatClipInfo
Wrapped up the cannon module: added audio and vfx, implemented the UI
Improvements to template processing + wip barebones Standard ASE template
Fixes, built locally and tested to confirm it works
Vertex painting pass (almost complete)
Ladder volumes, fill lights, loot spawns pass
Tweaked concrete_h blending mask
Merge from map_entity_load_fix
Reverted wizard bandana albedo texture to normal quality due to a bug in HQ compression
Added fall damage tea, halves incoming damage
re-applied a bunch of barrel stuff, added a specific label for oil, re-applied the label for diesel barrel
Add weapon reload tea, all weapon reloads are 50% faster. Works on fractional weapons as well
Although it's incorrect, it's connecting the segments of the base & debug drawing information to show where it is going wrong
Also renamed some "Shape" classes to "Face"
Split up classes & organize code
Added cold and hot protection teas, clamps internal temperature to 5/25 degrees respectively after any clothing modifers are applied
Tea buffs UI should now work when spectating players and show the correct players buffs
Added temporary icons for all new teas
Cooking UI work, some oven setup
ID/manifest fix for electric oven
Cherry pick small SceneLoader improvements -> Main
Allow opening my scene with Ctrl+Alt+Shift+B
Hide startup screen (no need) and changed default preferences
Added new items with icons for various food combination meals
Merge ParentedDroppedItemNetworking -> Main
Apply André's version, with bool fixed
Added outline to the Skin Viewer 3D views
LR300 - base file and selection of anims updated with camera bone and animation
Rockets loading and firing, recoil
Reverted project settings to previous state
Added custom template extension (non compilable) and cleaned up built-in templates
Integrated Amplify Shader Editor (Rust Edition) via Packages
Now able to unload magazines so long as they have a round in them
Set dressing harbor2 progress
SAP can now load in external magazines
Messy mock up of how I want the system to split building blocks into faces & connect them
Merge from pool_editor_safety (editor-only memory pool safety checks)
When reloading, guns checked with external mag will look for magazine items
Bool to enable use of external mag on a weapon.
Cleaned up magazine mod
Now takes ammo type from entity
Added a way to fully fill pistol magazine from hand
merge from fix_send_inventory_nre