139,516 Commits over 4,352 Days - 1.34cph!
* Fix look at not working properly anymore because it was relying on the target being replicated
* Make sense component server only, add separate component for networking
* Network look direction instead of lkp, don't let the client come up with potentially different look directions (todo fix prowl still depending on target being networked)
edited holster/baclpack positions on salvaged axe entity
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Industrial Electric Furnace
- item created
- prefab created
- icon created
- greybox model
- material created
- ran localization
- ran manifest
Improve fillmounts command - works correctly with horses, prints better feedback
tier 1 workbench empty version
Merge from 3p_spectator_improvements
merge from workbench automated_tests
Fix spam from passing in a zero vector to Quaternion.LookRotation when spectating mounted bots
Test save, 11 workbenches, 9 with each individual upgrade equipped, two with four mixed each.
assigned salvaged axe holdtype overide controller to entity and exported updated 3p anims
handling direct transition between different parent entities properly, the coordinate system changes so it needs to reset tracking, also removed some bad state resets
- added convar to broadcast ddraw information on dropped item clip checks and collider state to _all_ players (help info makes it clear)
added sofas to prop team prefab and wood shutters greybox
KickHazmat skinning update
3p sitting anims and clips updated
Aded headbob to waterwheel
prefabs/Food/ ok
prefabs/Instruments/ ok
prefabs/IO/ ok
prefabs/Locks/ ok
prefabs/Misc/ ok
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Add padding to int params
Fix draw distance max cell calculation and snap to furthest lod
Fixed grenade anim override not using throw animations
Fixed holster info bone name not working if supplied bone was spine4
Mountables can now toggle between the legacy vehicle aim yaw system (0-1 range going counter clockwise from forward) or normalized (-1 to 1, 0 straight ahead)
Exposed as an accessor for now, not in the inspector
Fixed submarine passenger seat spinning
Fixed snowmobile passenger seats, had to mark sit pose animations as loops
Remove redundant GetMountedAnimationSpeed override in BaseVehicleSeat.cs
Don't show parachute canopy on legs renderers
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industrial shelves
- update item inventory move sounds to metal
- assigned metal sfx
kiosk placement changes and kiosk b fixes
Industrial Autoturret - Updated model, updated with placeholder textures
Split off interiors of rentable shop D and F
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Bowless Crossbow - texture update
protection update from feedback
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actual fix fire damage, ty aron
removed CLIENT preprocessor requirement from TestRunner window/pipeline
rewrote paste test to monitor linear/angular velocity instead
- locked playerboat tests behind just Server define, too many listen-server issues to reliably test it in combined
merge from waterwheel_deployable
Small Backpack clearance update