111,518 Commits over 3,928 Days - 1.18cph!
Hook remaining wolf idles
Make sure state and transitions are always deep copying internal lists
Fix state cloning making a shallow copy of lists, causing clones to share the original transitions
merge from siege_weapons/horses
Fix wolves sliding when waking up
Cleanup, removed the stand when braking at full speed
Compile fix
When wolf braking too abruptly
Tick steering manually from serverMgr instead of unity's update
Fix typo in time warning comment
Merge from /main to continue old work
Ballista aiming clientside prediction, feels way better with high latency
Re-assigned bones in viewmodel prefab (to fix invisible man viewmodel)
S2P Lighthouse and cave small med - resolves rock_formation_huge_c, bigger than huge
Convert mixing table UI to use pooling.
Misc performance improvements.
Remove hardcoded speed values
Fix hobo barrel and witch cauldron not scaring wolves when they are lit
merge from latest media projects as plastic auto selected an earlier changest
Burlap gloves viewmodel uses correct material
merge from save_260 - Staging wipe
merge from io_research_table
merge from main, stomping radtown_1 changes from main
Stop fizzle smoke wisp from sometimes RNG clipping through walls.
Fix for FizzleEffect being hardcoded on DudExplosives
Added the option for gestures to not get cancelled via LMB/RMB
Enabled on RPS
Satchel polish/debug. LOD distances, FX orientation translation.
Fix shield viewmodel getting culled when offscreen
Fixed blocking state getting reset every tick
Cleanup
C4 polish:
Lighting & light texture improvements.
FX orientation polish.
Show damage protection % when inspecting shields in the inventory
Set some starting values per shield for testing
Added indicators to the item information panel if a wepaon is compatible with shields
Added description to RPS gesture
Detect root motion state on a clip and lookup the appropriate curves when applying model position/rotation
Apply mask when loading a pose from file