139,250 Commits over 4,352 Days - 1.33cph!
Set correct default colours
merge from furnace_workshop_fx
ChatEntry.SetMessageText pulls the colour from configs based on channel instead of the current hardcoded.
Add local chat colour config.
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exported edited salvaged axe refresh viewmodel animations
Set default discord message colour to previous discord colour.
Apply correct channel label colours.
Colour external/discord messages correctly.
updated charms ids and updated skins list
Updating armoured ladder hatch fbx
WIP adding chat channel colour customisation.
Added lookup funcs and colour config assets.
Separated out interior of kiosk E + set dressing within prefab
Allow Chinese lanterns to be placed on rock ceilings
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Added a super simple 3rd person rotation component for attachments
Cull the third person attachment at 10m
Convert remaining attachments to prefab variants
Spawn attachments in 3rd person
Turn off burst cloth for now
Start converting all attachments into a single prefab variant for easier management long term
Update DLLs with latest W11 fix
Remove accidental include
Possible fix for deep sea planters erroring when deep sea is closing
Force spawn all deep sea static farm planters when deep sea finishes opening, don't allow any respawns while the deep sea manager is busy
Merge from priv_softcore_nre_fix
Possible fix for GetBuildingPrivilege client softcore NRE
Merge from main
No conflicts!
Fix 64bit HLMV
Fix a crash with improper usage of prop_ragdoll
Fix physgun glow rendering in buildcubemaps
* Just a dumb fix. Applied some more changes like not drawing physgun glow if player is invisible
Fix potential crashing issues with GetModelMeshes
Reset firing delay on weapon holster while in reload animation
* So pulling out 357 or crossbow after starting reload doesn't lock you out of doing anything with the weapon for the duration of reload
Fix animation canceling with the RPG reload
* You can no longer holster and redeploy to bypass the reload animation after firing
Minor cleanups
Remove duplicate voice_scale from the blocked list
Apply some clientleafsystem index checks from TF2 SDK
Remove explosion sound from Emitter's underwater explosion
Minor changes to util.SpriteTrail
* No entity leakage on Lua error
sunken /combat knife updates (now we have orientation model changes from main)
- updated 3p combat anims with new prop orientation
- removed entity offsets
- set to follow r_prop instead of r_hand
- updated holster positions
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Various light fixture stuff.
Saloon kick updates
- Updated player animator with correct anims
- Added anim events
Scene backup.
Light prefab optimizations and tweaks.
added offsets to the refresh salvaged axe mesh in entity and world model prefabs to match the original
Bunny Suit Texture delete
Bunny Suit Material and Texture Fixes
Added a button to toggle open/closed the command list