114,046 Commits over 3,959 Days - 1.20cph!
Repairs can now ignore a specific item - removing it from required resources
Removed offset from world model, world prefab updates, cleaned up entity prefab, added sound folder
Add some more loot items for test purposes.
Proposed clientside fix to skip being ignored
merge from icon_size_fixes
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Capped burst module size to match other weapon mods
Tweak flag model offset and move amount.
Merged main - resolved conflicts
Added american truck models progress
Assign FlagModel on the dlag.
merge from quarry_updates
merge from prevent_launchsite_targeting_mlrs
merge from eoka_fire_chances
merge from industrial_transfer_abort
Updated particle system IK to respect arc shape settings
Not 1:1 for regular behaviour, but pretty close
Fixed deployed pump jacks not working, re-enabled old oil behaviour
Update unused mining quarry deployable (for modding, not vanilla)
Loading screen now works for clothing (not an entity)
Added constant particle emission to rocketlauncher entity for IK debugging.
Merge from backpacks/side_holster
Fixed wobbly text by increase UI plane distance (I think the UI was too small)
Merge large backpack art -> backpacks
Set up initial individual backpack offsets for all weapons
Merge ParentIfValidFix -> Main
Remove backpack slot field
Use backpack specific offsets on each weapon holster info
Apply specific rotation/offsets for both rocket launchers
metal detector shovel and site marker models, set up prefabs, icons. Needs some polish
Added a TODO to some old code
CheckAllParenting method confirms that early-parented corpses actually did enter the trigger, and boots them out of the list if not
Added an override bone option to WearableHolsterOffset, allows a piece of clothing to override which bone entities parented to a slot go into (eg. move back mounted weapons to spine4 while a backpack is equipped)
Basic working bounds check for ParentIfValid
Experimental fix for NRE in NPC death when in an invalid position
Removing my very buggy inside parent check in ParentIfValid for now. Will fix soon.
Avoid potential NRE in TriggerParent ParentIfValid
Catch any skin refresh failures, so we won't ever get stuck in skinRefreshInProgress forever
metal detector addtional bulb at the bottom
viewmodel and LODs
added it to the the world and viewmodel prefabs.