113,170 Commits over 3,959 Days - 1.19cph!
Fixed harbor 1 to work with new path
Harbor_2: extended dock ladders and volumes
lowered surface around swivel bridge by 1.25m on both harbor ground meshes
touched up terrain accordingly
Fixed fish swarm spawning inside moonpools
Fixed corpses floating inside oil rig moonpool / tube
texture tweaks, combined mesh
Refactored all of the movement code
Remade harbor 2 path to work with new movement
Fixed muzzle orientation again
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Improved cargo docking movement code to handle tighter situations
Prevents clipping on harbor geometry
Moves on rails with more deterministic movement overall
merge from main -> full_server_demos
set up viewmodel rendererer script (and turned on)
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Now loads skins when spawning tool world models
player update nailgun set up in unity
Attack tweaks.
Viewmodel muzzle point pushed back a bit.
Changed UI-Pixelate to additive blending
NPC flamethrowers don't hurt NPCs.
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Muzzle & eject loc, speed/cycle iteration.
Heavy scientist AI design fixes
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Updated Minigun Textures to include Barrel Shadowing
Merge from main to get latest ASE
merge from /main/visualshader
Slightly reduce AI effective range to match damage range.
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adding swing bridge ramp model for harbor 2
removed static ramps and base from the prefab to be in the structure folder
fixed normals on the ramp, added lod and collision to the base
player update. eoka pistol exported and set up
Updated Minigun 4K Textures
Added Minigun World Model 4K Textures
Split heavy scientist backpack into tanks + instruments
Also tweaked their handles positions because they were an absolute pain to aim for
Updated Minigun Textures to incorporate feedback
Updated Minigun World Textures to incorporate feedback
Fixed electrical flasher light and siren light having no emission when ON
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Add a climbable net to the static cranes if the Reserved1 flag is set to true
Enabled on the shore side crane
S2P harbor_1
Fixed some bugs
Added proper ground colliders in harbor_1 and deleted temp ones
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merge from oilrig sat tube