115,342 Commits over 3,959 Days - 1.21cph!
Fixed lots of placement issues with the shelter.
Animals now react to the shelter as an obstacle.
Can't place bags through the walls.
Visual threshold implementation
Merge ServerSideRagdolls -> Aux2
Added a separate useAimOffsetLayer toggle to Held Entities so that the aim offset layer can be disabled while also disabling spine ik
Serversideragdolls convar now also adjust physics layer collisions, and is properly replicated + saved
EmissionOffsetStepped is now client only and won't run if the camera is further than 15m away
removed duplicate lod group
progress - texture set #3
Setup random variants to roof's bottomline prefabs
Remove locked crate icon from map when any item is removed from a hacked crate
Add slider to control brush spacing
Add paint.brushSpacing convar to control it from binds too
Patched up some collider gaps you could shoot through
Brought in wall colliders a little to allow things to be placed inside easier
Shelter:
Prevented building infront of door
Ensured cant be placed on tugboat
Ensured can't be placed inside constructions
Ensured can't be placed inside monuments
added handikDisable curve for revolver deploy and reload anims so the lefthand is only linked to the gun when desired
Ensured shelter isnt stackable.
Made shelter easier to place.
Small backpack art, cherry picked from
90436 (wrong branch)
assigned correct world model to trophy 2023
exported edited melee idle pose to match the pistol pose
Ensured water catchers, furnaces and oil refineries can't be shot through.
Merge from main -> oil_rig_radiation
w_revolver reload - removed root bone in mask
set 3p rifle anims to use new avatar mask
merge from fix_default_binds_repeating
merge from fix_cached_browser_modded_tags
▉▊█▄▋ ▊▇▍▉ ▆▍█▅_▆▉▇▌▋▅_▍▅▍▍█▉
merge from Legacy_Furnace
legacy item lighting setups
Created Secondary Icon for Confetti Cannon
updated world model prefab with necessary world model scripts
deleted hachet anims from testanims folder
added ik target to revolver.entity
lr300 wm reload- removed root bone in mask, ik target curve adjustments for deploy and reload
changed LODs, LOD3 is now baked down
2 materials to 1
updated melee holdtype override controller
exported player update first pass melee anim set
populated melee holdtype override controller with new melee anims
disabled spine ik on hachett entity prefab
exported player update melee anim set
merge from gc_buffer_settings