115,936 Commits over 3,959 Days - 1.22cph!
blueprint read sound abides by master sound settings
updated generic sitting pose to avoid hands clipping
Minor flame turret exploit fix
Fixed flame turret mismatch deploy / ground watch layers
spazzy look dir fix attempt
a metric tonne of boat work
audio work
buoyancy work
boat sinking
mounted management
no more footsteps on mounted objects
no longer wet in mounted objects
driver seats restrict weapon usage
no footsteps in vehicles
no water level in vehicles
Added generic sitting pose
set beenie hat to not use baseball cap morph, material and dyeset tweaks
Fixed missing guides and hammer highlights on walls
merge from vehicle_steering
Updated roof side model condition so only other roofs affect it
Conditional models refresh correctly when rotating a building block
Removed rotation hack from right hand side triangular walls
Added triangular wall conditional models when placed at a roof side
pivot changes on triangle walls (right-hand models)
merge from steering_animator
boat functionality and first pass polish
boat sounds
Progress on mountable scientists
pivot changes on triangle walls
edited steering pose, added passenger pose, added pose to animator
Removed occluder meshes from roof prefabs (unused)
Merge from roof_building_blocks
Don't spawn bradley while still loading
Imposter is IClientComponent
Halved vehicle modules texture sizes
backup vehicle components temporary textures end
Renamed some things in shaders and moved other things around
Renamed DepthMask component to WaterDepthMask since it's water only now
Added Water Masking toggle to particle shaders used for water FX, to clip them against the water mask
Enabled Water Masking on rowboat water surface FX
backup vehicle components temporary textures
modified ch47 pivot to be closer to center
boat work
player animator blendtree updates and poses
Devs can craft all workshop skins if "unlock all items" is set in the editor
Added some item schema debug convars (autoschema, loadschema, printschema)